Mark Sibly
Mark Sibly
This is really what components are for, eg: you create a GemComponent, PlayerComponent, and use 'AddComponent' to attach them to models or pivots or whatever. All the crap you already...
Components have an OnUpdate method, have a look at FlyBehaviour in mojo3d for an example of writing a 'flyable' component. There are also methods for updating visiblity, and there will...
Is there any way you can produce a one file version of the problem with Component.OnUpdate. The project's become kind of hard to navigate around... In theory, if you're doing...
Ok, found OnRender and UpdateGame but I can't see where you process the gems list. But it looks like your basic update logic should work with Component.OnUpdate. If you were...
Another thing to try is overriding Component.OnBeginUpdate() instead. OnUpdate() is actually called *after* physics is updated, whereas OnBeginUpdate() is called before so is more similar to your update logic. On...
Yes, Destroy with entites/components will probably need to be delayed until 'end of update' when executed inside of update. Outside of update it can occur immediately. I might also pinch...
Just tooling around with this now and would like permission to clean up a few things: * Change Entity.Collided to RigidBody.Collided. This is where it should be IMO, as there's...
I think what I ended up doing was allowing line breaks before any primary expression, a primary expression being an expression that can't be broken down into sub-expressions, eg: literals,...
Will do this weekend! On Thu, Jul 12, 2018 at 9:02 AM Simon Armstrong wrote: > It would be most helpful if Ted2 provided F1 help for monkey2 keywords. >...
I wont be able to add this as soon as I thought sorry...hopefully by end of week. On Mon, Jul 16, 2018 at 8:37 AM DruggedBunny wrote: > Good call,...