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Dark GDK / Objects & Meshes

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george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 15th Aug 2010 15:03
Hi,
I have a couple of questions and I will appreciate if someone could find the time for quick answers
1. How can I check that the function dbLoadObject is worked without problems (lets say: "file not found", or "object does not loaded" etc).
2. What is the difference between dbLoadMesh & dbLoadObject?
3. What is the real strength and use of limbs?
4. What is the equivalent to EntityParent of Blitz3D command?

Thanks ins advance
_Pauli_
AGK Developer
15
Years of Service
User Offline
Joined: 13th Aug 2009
Location: Germany
Posted: 15th Aug 2010 15:13
1. Use dbObjectExist() to check if an object was created successfully (returns 1 if object exists).

2. dbLoadObject() loads an entire object with all its animation data, dbLoadMesh() just loads the mesh (vertices, polygons). You can use meshes to change vertex positions etc.

3. Limbs are what most other programs/engines call bones. For example if you would like to position a sword at a players hand, you could position the sword object at the position of the players hand limb.

4. Don't know about Blitz3D commands, but in DarkGDK there is no such things as parent objects (unless you create your own object data structure).

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 15th Aug 2010 15:46 Edited at: 15th Aug 2010 15:51
Thanks for this quick response.
About the third question:
If the hand is moving (or rotates) then the limb is moving (or rotates) also? If yes, then it comes as an answer to the fourth question because hand is the parent object of its limb...
_Pauli_
AGK Developer
15
Years of Service
User Offline
Joined: 13th Aug 2009
Location: Germany
Posted: 15th Aug 2010 20:02
The hand is actually the limb that you would glue the sword to!
In this case it would be a couple of polygons of the model that form the hand and have been assigned to a bone called 'hand_left' (for example) in a modeling/animation program.
Finally you could use dbGlueObjectToLimb() to attach an object to a limb.

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.

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