Re: problem with sound rotation in bgt
Is it? Trig functions seem to assume counter-clockwise?
URL: http://forum.audiogames.net/viewtopic.php?pid=218754#p218754
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Re: problem with sound rotation in bgt
When I say 0.5 radians or 90 degrees, the convention is usually to measure the angle in the clockwise direction, starting from the positive x axis, or east.
URL: http://forum.audiogames.net/viewtopic.php?pid=218751#p218751
Re: problem with sound rotation in bgt
I don't think this would change left/right at all. I'm not sure, but I don't think it would affect behind-ness, either. Really, I think all you'd need to do is swap labels/variable names for north and south.But I'd have to tr
Re: problem with sound rotation in bgt
Hi,I've been looking at the topic aprone posted a couple years ago that describes how to do this, and I'm confused at one point. When we're told that 90 degrees, or 0.5pi radians, is south, how does that work exactly? I understand that
Re: problem with sound rotation in bgt
This is logical you can hava a reference in a class definition, but if you declare an object, you would have a infinite recursive loop. All other languages works like that
URL: http://forum.audiogames.net/viewtopic.php?pid=218462#p218462
Re: problem with sound rotation in bgt
I interpreted it as being unable to create an instance of a class within that class.You can do this, but it requires paying attention to handles. You can't do this:class A {A a1;}But you can do this:class B {B@ b2;}And you can do just about any
Re: problem with sound rotation in bgt
BGT isn't usin the Java reference system, it is using the C++ references system (similar to AngelScript). Java always use references to handle objects, whereas BGT C++ and AngelScript give objects by copy when giving them as function param
Re: problem with sound rotation in bgt
BGT isn't usin the Java reference system, it is using the C++ references system (similar to AngelScript). Java always use references to handle objects, whereas BGT C++ and AngelScript give objects by copy when giving them as function param
Re: problem with sound rotation in bgt
BGT isn't usin the Java reference system, it is using the C++ references system (similar to AngelScript). Java always use references to handle objects, whereas BGT C++ and AngelScript give objects by copy when giving them as function param
Re: problem with sound rotation in bgt
Yeah, i remember bgt handling references similar to how java does it, so it makes sense that you should be able to do linked lists.
URL: http://forum.audiogames.net/viewtopic.php?pid=218349#p218349
Re: problem with sound rotation in bgt
You can.class node {int value;node@ next=null;node() {value=0;}node(int v) {value=v;}bool hasNext() {return @next!=null;}node insertNext(int v) {node n(v);@next=n;return n;}}
URL: http://forum.audiogames.net/viewtopic.php?pid=218274#p218274
Re: problem with sound rotation in bgt
[[wow]] you can't create linked lists in BGT?
URL: http://forum.audiogames.net/viewtopic.php?pid=218269#p218269
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Re: problem with sound rotation in bgt
Yeah, I've actually been regretting choosing bgt for a while now, because I've had to rewrite a lot, and just write some pretty basic stuff from scratch. It also handles pointers in a silly way, and makes linked lists and things like it
Re: problem with sound rotation in bgt
You could also consider using another programming language. If you're starting to need things like 3d sounds, there's a good chance that your project is approaching a stage where bgt won't suit its needs. Using a more mainstream langu
Re: problem with sound rotation in bgt
I am very confused as to why my rotation algorithm screws up at distances. As for behind/not behind, it might be a coordinate system issue, or there might be a negative sign in the wrong spot somewhere. It's easy to fix once you find it, but the
Re: problem with sound rotation in bgt
Yes, AK74 and I did it, but it's still very buggy. The system implements a full 3d sound system and a geometry system (to have the sound modified because of walls and obstacles). It still needs a lot of work before being used as it is
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Re: problem with sound rotation in bgt
You can't do it with bgt's built-in sound support. Someone posted a bgt binding for the FMOD library, which does support 3d surround sound. You can find it in the forums.
URL: http://forum.audiogames.net/viewtopic.php?pid=2180
Re: problem with sound rotation in bgt
As for the problem with not being able to determine whether or not a sound is in front or behind a player, unforunately BGT does not support any type of audio effects that could make this realistic. For example, many games might use a muffling effect
problem with sound rotation in bgt
Hi, I am having some problems with sound rotation in bgt, and I'm not sure if it's the classes I'm using, the way I've set volume, or something else, and was wondering if I could get any suggestions. Basically my problem is that when
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