RenderWorld() - time-parameter for everything

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PMV
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RenderWorld() - time-parameter for everything

Post by PMV »

The new parameter for RenderWorld() is (just) used for physic calculation.
It would be really cool, if this milliseconds could be used for all OGRE3D-Timers.
Like the material-animation. A little bit better would be, if there is a possibility
to set, what entity should use which timer :)

It is a little bit ugly by now ... because any material-animation is going
on regardless if a game is paused or speed is set x2 or only to half speed.

My game has a couple of timers ... but it doesn't need to be that complex :lol:
It just needs one timer that is set to gamespeed (with this RenderWorld()
parameter) and a not changeable real-time timer for stuff, that shouldn't be
changed with the gamespeed. So it needs one additional command to
set the used timer for each entity (mesh/ material). I hope it is even possible
with OGRE3D. :)

But since 4.60 it is not that important, because now we can write a second
material-script without animation and assign it to a entity if game is pause.
So, a little improvement here is done. :D But not usefull if gamespeed can
be changed in every way :wink:

MFG PMV
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Re: RenderWorld() - time-parameter for everything

Post by DarkDragon »

PMV wrote:The new parameter for RenderWorld() is (just) used for physic calculation.
It would be really cool, if this milliseconds could be used for all OGRE3D-Timers.
No, please not. A separate timer ok, but do not mix it up with this! We needed it to fix a bug and not to play with other stuff. There was a bug with the entity movement: when the camera was located somewhere relative to an entity (let's say the entity's eye for a first person shooter) the entity shouldn't move between those two statements:

Code: Select all

CameraLocate(at the eye of the entity)
; ...
RenderWorld()
bye,
Daniel
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Re: RenderWorld() - time-parameter for everything

Post by PMV »

I don't know what you exactly mean, but my feature request has
nothing to do with where the physic-movement is done. :wink:
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Re: RenderWorld() - time-parameter for everything

Post by DarkDragon »

PMV wrote:I don't know what you exactly mean, but my feature request has
nothing to do with where the physic-movement is done. :wink:
But you want to be able to use the same parameter as animation time parameter and no new one if I understood you correctly. If you wished a second parameter I would accept it, but not the same! I want to have control over physics time without influencing the animation time.
bye,
Daniel
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Re: RenderWorld() - time-parameter for everything

Post by PMV »

Thats, why i requested this and a new timer. Or do you need 3 timer? :shock:
I just requested additional to be able to set the used timer for each
entity/ mesh/ material-animation. So one timer is for physic and
physic-related animations ... and one timer for animation that has always
the same time ...

... it is hard to solve this, because at the end there will come some one
more that has another special need. :lol: It will be much more complexe
to get a perfect solution for this timer-problem.

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kenmo
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Re: RenderWorld() - time-parameter for everything

Post by kenmo »

I may be wrong (I have not used the Ogre lib much) but aren't PB's functions mostly wrappers around Ogre's functions?

So if Ogre's timing parameter only affects physics, it might be difficult and/or inconsistent for it to also affect materials and animations...
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Re: RenderWorld() - time-parameter for everything

Post by PMV »

PB don't just wrapps OGRE3D-Functions. OGRE3D is much much more
then that, what the PB implementation provide. It is simplified to PB-like
functionality to be at the end only a few commands. :wink: So at the end
there is functionality missing, that OGRE3D can provide. :)
I don't know if that is the case on this feature request ... but i made only
the request after i have seen the new parameter ... only for physic. :wink:

MFG PMV
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