Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…
erm no, it's a r&d project for work that may with a high possibility used for my next game engine here at work. So it is work and aimed for helicopter game that may come up next as my project at work.
I don't blame you for using papervision either ;) Its filed under R & D for my company for a project that is about to start later. Its part of the concept phase before we hit with a more detailed concept to the client and I don't freelance.
CenterPivot; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0; $Pos = `xform -q -piv -ws`; move -a (-1 * $Pos[0]) (-1*$Pos[1] ) (-1*$Pos[2]) ; YAY it works now. Now to add more to it :)
though not using that code (I can't remember where I got mine from though I made some mods to remove thin tris etc) It's still pretty ugly delaunay style mesh my point emitters convert to mesh using it Badly cut diamonds 'r 'us
Lately been doing some programmer puzzles for fun, like those found here: https://www.reddit.com/r/cscareerquestions/comments/20ahfq/heres_a_pretty_big_list_of_programming_interview/ They normally only take a few minutes to do each, and seem like a good way to learn aspects of coding that aren't language specific.…
started my first c# code with unity as a R&D project (board game) I am old school which is why I want to do the pathfinding myself and just based on a square grid (simple array). Messing with c# sure involves some pain, to many restrictions :( Voxel stuff is on a hold as my project leader thinks it has enough potential at…
I'm in the process of tweaking and optimising my collision broadphase, so I can get on with working on my first game. I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead. The grid is so simple and so fast. It's 360…