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User posts Evgeny Rodygin
15 February 2015 15:36
The tutorial is great, but I have a note to do: The rotation above/below of the view (Y mouse axis?) should be "locked" with an angle of less than 180 °, otherwise the views can rotate 360 °, giving the impression of doing "cartwheels"… a sort of strange loop!
Agree with you. This is our little mistake.
Will be corrected tomorrow. Thanks!
13 February 2015 11:09
Tried installing 15.01 addon on Windows 7 and 8 with Blender 2.73a (64 bit) and wasn't able to reproduce the issue.
Are you using the latest addon?
13 February 2015 10:36
Glad, you liked it!

First we'll publish some more articles about the Pyatigor's Tale. They are already ready and just need a translation.

Also we have some plans on further development of this basic application. We've discussed a possible gameplay and found it can be some kind of FPS with strategy elements and even a bit of RPG. But you can always suggest a topic and it's up to our users what will be next.
12 February 2015 15:24
Hi,

The problem is most likely in the Windows+Firefox35 configuration. There is a performance bug in Firefox 35 which is already fixed by Mozilla in Firefox 36 (checked in beta version). So the performance should stabilize after the next browser update.
12 February 2015 13:47
Ответ на сообщение пользователя parshin.pn
Добрый день!
Подскажите, пожалуйста, каким образом можно программно запускать NLA tracks в загруженной сцене.
В документации упоминаний модуля nla не нашел, хотя в исходниках есть соответствующий модуль. Или необходимо вручную делать сборку проекта, чтобы включить данный модуль? Сейчас при загрузке возникает сообщение Uncaught Error: Module "nla" not found .

Добрый день!

Действительно, у модуля NLA нет внешних API. Но на практике без них можно обойтись. Вы можете запустить NLA анимацию точно так же, как вы это сделали бы с обычной анимацией:
var obj = m_scenes.get_object_by_name("Cube");
m_anim.apply(obj, "Имя анимации в NLA треке");
m_anim.play(obj);
12 February 2015 11:35
We decided to make a short tutorial on creation of a first-person application by popular demand .
Link to a lesson
Here, we develop a simple control system and consider the physics setup for dynamic and static objects. Such application can serve as a nice start for your future game masterpiece!

If you are interested in this topic and want us to consider something else related to the first-person applications feel free to ask questions and leave your comments in this thread.
12 February 2015 11:16
По многочисленным просьбам наших пользователей мы решили сделать небольшой урок по созданию приложения с видом от первого лица.
Ссылка на урок
В нём мы разработаем несложную систему управления и так же рассмотрим настройки физики для динамических и статических объектов. Такое приложение может послужить хорошим каркасом для вашего будущего игрового шедевра!

Если вас заинтересовала эта тема, и вы бы хотели, чтобы мы рассмотрели ещё какие-нибудь элементы приложений с видом от первого лица, смело задавайте вопросы и оставляйте свои пожелания в комментариях.
10 February 2015 17:07
I am getting a strange error in the console everytime the cursor moves over the 3dcanvas element:

I suppose you are calling the pick_object function. If you have no objects with a selectable flag turned on, you won't be able to use colorpicking.

[EDIT]
Another option for such an error to occur is a call of mouse.enable_mouse_hover_glow when there are no selectable objects.
09 February 2015 10:30
ou have to have the modified pointerlock.js module called (or required) from your main js file.
Need to mention that from 15.01 pointerlock.js addon is replaced by mouse.js addon. It is the one to control pointer lock now.

I attached folder in case anyone wants to play with it.
Looked through it. Nice controls. But logic can be a little more straightforward. We'll publish a short tutorial on a Firstperson this week. It'll describe controls and physics setup for environment. So I hope it'll cover the most of your needs.
05 February 2015 17:56
A little question, BTW, when you go for a material with "Special :collision", does this bypass the "Collisions bounds" setting like capsule, box or cone ? Does it force physics calculation to be mesh accurate like Triangle Mesh in the BGE ?

Yes. It does. Probably not the most obvious thing. We'll clarify these questions in our Documentation.
But again if you will turn on the Detect coliisions flag in object it should override "Special Collision" setup in the material. (Which now causes a bug as we have dicovered)