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About osiris_dev

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  1. Hello,   I am trying to import data from fbx mesh file. I stacked with transformations. There are 2 levels of transformations for geometry in FXB, node and geometry, usually it is only first one, second transform applies on export for positions normal and other 3D data. I have two tested models without skinning. In first one geometry transform is identity, second one has both transforms.   The second case is most common in 3DS Max, but I getting correct look for second model if I don't use node transform at all when the first one needs it!!! And it is in one mesh format and I can't understand why.   [attachment=32086:ship1.jpg] This is look when I doing geometry transform only       FbxAMatrix mGeometryTransform = GetGeometry(pFBXNode); // transform it to LH if needed if (m_bOptionConvertToLH) { FbxVector4 Translation = mGeometryTransform.GetT(); FbxVector4 Rotation = mGeometryTransform.GetR(); Translation.Set(Translation.mData[0], Translation.mData[2], Translation.mData[1]); mGeometryTransform.SetT(Translation); } m_mTransformGeometry = GetAFMatrixFromFBX(mGeometryTransform);   In vertex buffer:   iControlPoint = pFBXMesh->GetPolygonVertex(i, 0); Point = pFBXMesh->GetControlPointAt(iControlPoint); pVertexes->x = static_cast<float>(Point.mData[0]); pVertexes->y = static_cast<float>(Point.mData[1]); pVertexes->z = static_cast<float>(Point.mData[2]);   // node geometry transform AFVector3TransformCoords(pVertexes, pVertexes, &m_mTransformGeometry);                 And this when I add Node Transform [attachment=32087:ship2.jpg] FbxVector4 Translation = pFBXNode->LclTranslation; FbxVector4 Rotation = pFBXNode->LclRotation; FbxVector4 Scaling = pFBXNode->LclScaling; FbxAMatrix Transform; Transform.SetTRS(Translation, Rotation, Scaling);   pMeshFrame->m_m4x4Transform = GetAFMatrixFromFBX(Transform);   To get World Transform I making multiplication for hierarchy:       AFMatrixMultiply(&spSceneObject->m_mWorld, &spSceneObject->m_mLocal, spSceneObject->GetParent()->GetMatrixWorld());       m_mLocal is a m_m4x4Transform transform. I can't use only Geometry Transform or all cases. Any ideas what is wrong here?   P.S. Sorry for alignment, can't make it good)
  2. Great job!
  3. Very interesting project but I don't understand full how example works. I am interested in some instructions document.
  4. Take a look on wxWidgets. It is good enough and simple.
  5. I think you need to separate terms physics event and game. Physics event depends on physical library, it is callback function usual and you are getting just info about 2 bodies in collision contact, any other information (like velocity or positions) you can get in any other place throw physical system for objects. It is not necessary to put all contact information in your event class object.   The same thing about game events. You can't contain all information about all game events in one event object. Better way if you'll make event + task system, where multi task objects starts or changes behavior when his event/s happened, and inside event contains only common information about event, all other information is inside the task.
  6.   Absolutely agree. Last version of Blender much better then last buggy versions of Max and Maya.
  7. Sorry guys, It was my mistake, strPropellerCurName was empty string. Oh, I should make debugger for script editor.
  8. Hello,   strNum = strPropellerCurName[0];   strPropellerCurName[0] = 49 + i; I trying get or put some symbols from/to string in angel script but it fails with "out of range". Have some thoughts? And yes, all strings have info inside more then 1 size, it is just test.
  9.   It is still a lot of work to do before this editor can be called "generic AngelScript editor" but I have some thoughts how make it done. First thing is need to change wxWidgets on Qt or something else because first one has sometimes strange realizations and poor functional. And of course need context help for functions and methods and debug mode for applications. Last one is most complicated.
  10. I found some bugs today. When I will fix it I'll update editor. It is still very raw. )
  11. Hello everyone,   I made simple editor for angel script files. Made it according base example "asbuild" from SDK. It is very simple but It have compiler with options to configure your own binding data to script engine. Of course without debugger it is not full IDE but everyone who tried write scripts for game without external compiler should understand my concept.   I used "wxWidgets 2.9.4" and "Angel Code 2.25". It is not open source yet because I used engine functions to made it fast. Maybe if someone will be interesting in improving of program then I could publish source.   Totem4 Script Editor 1.5 ( updated ): https://www.box.com/s/k51th5alfhcsrl08monc   All binding data is in "config.xml".   Good luck.
  12. [quote name='Cygon' timestamp='1340793834' post='4953273'] If you have enabled LTCG (Whole Program Optimization), the compiler will not actually compile your sources, but write the preprocessing results into the .obj files. When the linker prints "Generating Code", it will combine all of the sources into one huge source file and compile that. I know that on a lower-end system I had to wait several minutes for this step to complete. [/quote] Yes, I have enabled LTCG. Now I removed some codes and generating finished. Last time i waited 30 minutes but i don't saw result. This time it took 1 min. So, i don't know how I can boost generation time.
  13. There was a problem with linking code in release mode. To be more precise after compiling begins "Generating Code" but never ending. I made a couple of tests and found that the reason connect with "Maximaze Speed" flag in C++ Optimization. I have other projects for VS2010 SP1 but they have not problems. Any ideas?
  14. The problem was that I register the static variables in Angel Script, then in C + +, I changed their meaning. But the script remained the initial value obtained at registration. Singleton case differs only in that I register the final value of the variable in the script.
  15. That's works [code] r = m_asScriptEngine->RegisterGlobalProperty("CTE3ScriptManager ScriptManager", &m_ScriptManager); assert( r >= 0); [/code] All global variables are placed in single classes now.