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  Thread: ...and Linux!
Post: RE: ...and Linux!

Dear Esenthel, Any time estimation for this feature? Networking part especially (linux servers).
Solimo News 40 43,962 12-05-2013, 11:37 PM
  Thread: Drawing
Post: RE: Drawing

Thank you but I'm afraid there are only drawPrepare and drawSahdows in case of __super:: because its extended Chr - it's why i have posted this thread. Thank you for the hint. I have done what I want...
Solimo Graphics 2 3,823 06-05-2011, 03:55 PM
  Thread: Drawing
Post: Drawing

Hello there! I would like to ask if someone know how to perform code before and after drawing of object. I'm kinda sure that i have seen possibility in the past but ignored it. Right now i'm in need ...
Solimo Graphics 2 3,823 06-04-2011, 06:38 PM
  Thread: Wrong load bvh file with skeleton and animation
Post: RE: Wrong load bvh file with skeleton and animatio...

Nvm. It was faster to write our own software.
Solimo Tools 3 4,811 05-11-2011, 10:17 AM
  Thread: Wrong load bvh file with skeleton and animation
Post: RE: Wrong load bvh file with skeleton and animatio...

It's correctly imported but scales are different. Vertex and joints positions should be scaled. Right now if we assume that average human is 2m then Vertex and joints should be scaled down over 100 ti...
Solimo Tools 3 4,811 05-10-2011, 04:13 PM
  Thread: new engine version
Post: RE: new engine version

Thank you for quick resposne.
Solimo Support 11 9,943 05-04-2011, 10:32 PM
  Thread: new engine version
Post: RE: new engine version

You're welcome, but when can we expect fixes?
Solimo Support 11 9,943 05-04-2011, 09:04 PM
  Thread: new engine version
Post: new engine version

Hi, Anyone hit this kind of problem after last update of engine? Code: 1>EsenthelEngine.lib(snappy.obj) : error LNK2019: unresolved external symbol "private: static void __cdecl std::locale::fa...
Solimo Support 11 9,943 05-04-2011, 08:42 PM
  Thread: Rendering hidden objs
Post: RE: Rendering hidden objs

Second thing. Is Chr one of those "Heavy" objects reserved for Player only? I found out that 20 Chr based objects kills my pc while 2000 of Animatable provides 60 stable fps. Ofc, same mesh, same phis...
Solimo Graphics 3 4,199 03-13-2011, 12:06 AM
  Thread: Rendering hidden objs
Post: Rendering hidden objs

Hello, By default engine renderes all objects in the range of view, even when object is covered by another object. Is there build-in possibility to fix it or we are supposed to write our own system?
Solimo Graphics 3 4,199 03-12-2011, 06:52 PM
  Thread: Transformation a point to an object's frame of reference
Post: RE: Transformation a point to an object's frame of...

I have similar problem. Im not sure about certain thing. What matrix contained in every object transforms. Local to Global, Global to Local. Local to Global with scaling, Global to Local with scaling....
Solimo Support 4 6,133 02-08-2011, 07:19 PM
  Thread: Paths
Post: RE: Paths

Thank you. I have missed this struct cos it's in Game:: (sic). I have already managed to do what I wanted but filled points by calling find returns strange quantity of Memc.elms. Sometimes there are w...
Solimo Game Classes 3 4,579 01-26-2011, 09:28 PM
  Thread: Paths
Post: Paths

Hello there, I would like to ask about possibility of obtaining Memb<VecI2> of vectors calculated by PF (in Esenthel its A* type, isn't it?) . Ofc, i have researched documentation and found met...
Solimo Game Classes 3 4,579 01-23-2011, 08:40 PM
  Thread: Strange issue after engine update
Post: Strange issue after engine update

Hello there, Unfortunatley after last update (not small fix from today/yesterday) our project has started to render strange things. Take a look, please. As addidtional hint i can tell you that i hav...
Solimo Graphics 2 4,110 11-13-2010, 06:12 PM
  Thread: Material User Type Enum
Post: RE: Material User Type Enum

If it works in code it does not mean that format is correct for editor. We got same problem - each enum solo file, everythin is case-sens.[/u]
Solimo Support 5 5,665 09-27-2010, 08:57 AM
  Thread: Easy way
Post: Easy way

Hello there, Got question if there is simple way to disable posibility of moving kinematic/dynamic objects by force. Example: if two balls collide both stop in position of collision or if car hit box...
Solimo Support 0 2,941 09-26-2010, 11:50 AM
  Thread: Collision group
Post: Collision group

Hello, Is there a simple way to check if multiple, for example identical, objects collide. Simple collision doesn't fit this problem, because I have got collision for each collision type. So again - ...
Solimo Support 1 3,355 08-02-2010, 05:12 PM
  Thread: input.crouch/walk + actionMoveTo()
Post: RE: input.crouch/walk + actionMoveTo()

Hello again, How to add new types to world editor. I mean I created my enum's which determine something and now i would like create obj pattern-file to set it all up in world editor. Thanks for help...
Solimo Support 7 7,482 07-30-2010, 08:58 AM
  Thread: input.crouch/walk + actionMoveTo()
Post: RE: input.crouch/walk + actionMoveTo()

So as I though this is the only way to do it. Im just too lazy lol :D, but now im gonna learn this part of engine. Thank you.
Solimo Support 7 7,482 07-24-2010, 10:00 AM
  Thread: input.crouch/walk + actionMoveTo()
Post: RE: input.crouch/walk + actionMoveTo()

Yea, that is true - i figured it out but there is still problem with crouch - Chr doesn't support this way of thinkin'. I really want to make posibility for AI designers to prepere ganks - u know stal...
Solimo Support 7 7,482 07-23-2010, 10:56 PM