Raydium 3D Game Engine

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 Post subject: about limits of space
PostPosted: Sun Oct 23, 2005 10:50 pm 
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Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
First, please forgive the lack of updates, but i'm quite busy with the new company and a few more things. I'm creating an online shop to sell linux games and we start the November 1 of 2005.
I have a pal working in the game of cars and he has asked for units... and i don't know wich are the current limits of visibility (by default or optimun) in raydium. But i noticed that importing the tri exported of blender slightly ignores the scale of the mesh in blender before exporting.

Which are the limits of raydium and for objects.


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PostPosted: Mon Oct 24, 2005 10:15 am 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
There's two differents things, here:

Units: There no optimum unit in Raydium, just keep "correct" ratios (for size, mass, speed, ...). For sizes, test6 and other demos are using something like "a car = 1 unit", for example.
As a side note, i'd like to say that using "realistic units" for a game is not a good idea (it's very hard to tweak), and the other important point is that computer's FPU does a better job when numbers are "around 1" (float accuracy is way better).

Blender and scaling: triEXP* export scripts exports meshes, not "meta-data". So when you work in "object mode" with Blender (and not in "vertice mode"), remember to "apply size/rotation" (CTRL+A) before exporting. The best way is to use only "vertice mode", I think.

PS: your "linux games" project is interesting :)


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