
btw you need to recheck your rapidshare account ( cant dl it )


Cheers,
Thalius
I'll see to add it inside the next updatehotline wrote:There is just one thing i`m miss : the collision system. Not physics but classic ellispoid or box sliding collision on large meshes .
Thxhotline wrote:Otherwise it`s perfect ! keep up the good work tmyke !and good luck for the future versions !:D cheers
Code: Select all
If MouseDown(1)
mx#=CurveValue(MouseX()-width/2,mx,6)
my#=CurveValue(MouseY()-height/2,my,6)
MoveMouse width/2,height/2
pitch#=pitch+my/10
yaw#=yaw-mx/10
RotateEntity cam,pitch,yaw,0
EndIf
Function CurveValue#(newvalue#, oldvalue#, increments)
If increments > 1 Then oldvalue# = oldvalue# - (oldvalue# - newvalue#) / increments
If increments <= 1 Then oldvalue# = newvalue#
Return oldvalue#
End Function
Code: Select all
If iGetMouseEvent(#mouse_button_left)
mx.f=Curve(iGetMouseX()-width/2,mx,6)
my.f=Curve(iGetMouseY()-height/2,my,6)
iPositionCursorControl(width/2,height/2)
pitch.f=pitch+my/10
yaw.f=yaw-mx/10
iRotateNode(*cam,pitch,yaw,0)
EndIf
Procedure.f Curve(newvalue.f, oldvalue.f, increments)
If increments > 1 : oldvalue.f = oldvalue.f - (oldvalue.f - newvalue.f) / increments : EndIf
If increments <= 1 : oldvalue.f = newvalue.f :EndIf
ProcedureReturn oldvalue.f
EndProcedure
the couple would be Bmax + N3xtD certainly very interesting.byo wrote:How about a Blitzmax port as well?