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Re: realbasic-games Digest, Vol 14, Issue 26 (Real Studio games Mailinglist archive)

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Re: realbasic-games Digest, Vol 14, Issue 26   -   Martin Dillon
  Re: realbasic-games Digest, Vol 14, Issue 26   -   Chris Dillman
  Re: realbasic-games Digest, Vol 14, Issue 26   -   Seth Willits
  Re: realbasic-games Digest, Vol 14, Issue 26   -   Chris Dillman
   Re: realbasic-games Digest, Vol 14, Issue 26   -   Martin Dillon

Re: realbasic-games Digest, Vol 14, Issue 26
Date: 21.05.05 02:37 (Sat, 21 May 2005 11:37:38 +1000)
From: Martin Dillon

> >Feel free to base your skeletal animation system on Meshwork's bone
> >support if you like. :) At a minimum, it would be a good thing to
> >study as an example of how a weighted bone system can work.
>
> I will look at it and talk to when the time comes :)
> I will also look at all the major 3D apps out there and code importers.

I'd like to put in a vote for Bang! supporting Meshwork's bones.
I have RB code that parses the meshwork file format if you're interested.

Martin

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Re: realbasic-games Digest, Vol 14, Issue 26
Date: 23.05.05 04:09 (Sun, 22 May 2005 22:09:16 -0500)
From: Chris Dillman
> > >Feel free to base your skeletal animation system on Meshwork's bone
>> >support if you like. :) At a minimum, it would be a good thing to
>> >study as an example of how a weighted bone system can work.
>>
>> I will look at it and talk to when the time comes :)
>> I will also look at all the major 3D apps out there and code importers.
>
>I'd like to put in a vote for Bang! supporting Meshwork's bones.

Oh Im sure its easy enough :)

>I have RB code that parses the meshwork file format if you're interested.

In C or C++?

Re: realbasic-games Digest, Vol 14, Issue 26
Date: 23.05.05 06:35 (Sun, 22 May 2005 22:35:13 -0700)
From: Seth Willits
On May 22, 2005, at 8:09 PM, Chris Dillman wrote:

>> I have RB code that parses the meshwork file format if you're
>> interested.
>
> In C or C++?

Maybe we'll get BSP support in there Chris. ;^)



Seth Willits
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ResExcellence - http://www.resexcellence.com/realbasic/
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Re: realbasic-games Digest, Vol 14, Issue 26
Date: 23.05.05 07:29 (Mon, 23 May 2005 01:29:19 -0500)
From: Chris Dillman
>On May 22, 2005, at 8:09 PM, Chris Dillman wrote:
>
>>>I have RB code that parses the meshwork file format if you're interested.
>>
>>In C or C++?
>
>Maybe we'll get BSP support in there Chris. ;^)

HA
you just want quake levels ;)

Actually I do need a more fine grained culling system.
maybe oct trees of some better fine grained sphere tree based for
static objects.

What I mean is the current sphere tree is good for a lot of general
purpose culling.

But I know people are going to want to do things like layout a whole race track
in a modeler like C4D and simple import that whole giant object and
have it work.

But really I need a culling system that can break that big static
object down into chunks.

Re: realbasic-games Digest, Vol 14, Issue 26
Date: 23.05.05 11:39 (Mon, 23 May 2005 20:39:56 +1000)
From: Martin Dillon
>> I have RB code that parses the meshwork file format if you're interested.
>
>In C or C++?

In RealBASIC.

M.
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