We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

# elk

## Forum Replies Created

Viewing 15 posts - 136 through 150 (of 168 total)
• Author
Posts
• in reply to: stats/profiler #12513
elk
Customer

Did not know about the FPS meter, will have a look at it. However i think something like this would be nice to have directly in the engine, then we could compare oranges to oranges so to speak. But i guess this might be more of a “nice to have” feature, so just a suggestion for later. Thanks.

in reply to: Verge3D 2.11 is out! #12303
elk
Customer

Finally had time for some testing. FPS modes feels so much nicer with improved movement, strafing and all great job

in reply to: Verge3D 2.11 is out! #12229
elk
Customer

Great news ! Cant wait to test out the movement without the delay Thanks again for listening to feedback. And keep ut the good work !

in reply to: Tutorial issue – from cgbookcase.com #12126
elk
Customer

No problem. Happy I could help out.

in reply to: Tutorial issue – from cgbookcase.com #12123
elk
Customer

Hi.

The remainder of a division is whatever whole number (not desimal) is left over if a division does not end up with a whole number, if that makes scense.

Mening if you divided 500/5 you get 100 with 0 as the remainder. 501 / 5 gives 100 and 1 as the remainder, and so on until you get to 505 that would give you 101 and 0 as a remainder again (101 * 5 + 0), giving you a loop of the 5 possible values for the list of materials.

I did not test this with puzzles but i think this is what he is going for. Remainder is a useful technic in programming and is often called the modulo operator, often represented by “%” inn place of the regular “/” operator. Lists (or arrays) in programming often start with 0 as the first number(or index) not 1, so a list from 1-5 options would go from 0-4 indexes insted.

Hope this help and anyone feel free to fill in if i missed something.

in reply to: Exporting scenes #12096
elk
Customer

Hello again Yuri.

Just had a session testing the scene export. Turns out that saving and reopening fixes things, I had only tried saving before exporting before. I also found doing a full copy of a scene to be buggy before reopening it after saving, as it only does a full copy every other time you use it. So this seems to be mostly on blenders side to fix. I can not send you a file to reproduce as it will be fixed once saved and reopened, but if you want to reproduce it you could try with creating a new app, and then just duplicate the scene twice (you might have to rename some objects or do some more duplication and then deleting since the second duplication will not work as expected, atlest on my two day old build). On my build it would then only export one scene (the original scene)correctly and then the last created (I think) would export the next to last created, and the final scene would be empty, atlest i get nothing in the selectors puzzle. Duplicating even more scenes would gradualy shift the problem, making every scene “in the middle” export “empty”. So i guess this is just a waiting game to see when blender will update, but now we know if anyone else encounters the same problem.

I’m just glad i found the “reopen workaround”, was going to go back to 2.79, but i guess i can keep going till i hit a new wall in the beta ;)

Thanks for the help.

in reply to: Exporting scenes #12076
elk
Customer

Sure Yuri. I will try to test a bit more, hopefully tomorrow, and upload a blend file.

No hurry on the VR issue, not critical for my project quite yet, so whenever you get the time.

in reply to: Programmatically changing camera parameters #12023
elk
Customer

Ahh. Will check that out. Should probably have been able to figure that out myself, but thank you so much Yuri

EDIT: Worked like a charm, thanks :D

in reply to: Programmatically changing camera parameters #12020
elk
Customer

Yeah. I get that far, but if i type app.controls or even just app in the console there it gives me a “not defined” error. I use it to debug javascript on my own scripts, i am just having a hard time getting access to the app, but i think it might be a scope issue, and I really need to brush up on my “OOP” skills regarding JavaScript. But thanks for the sugestion :)

in reply to: Programmatically changing camera parameters #12015
elk
Customer

Sorry for hogging the thread, but how would i access the app from the browser developer console. I thought I could get at it from just typing “app” but i guess the OOP-ish stuff in JavaScript is confusing me a bit here os something …. I find it really useful to quickly test things out there compared to running the whole app over and over while testing things.

in reply to: Verge3D 2.11 pre2 build available! #12010
elk
Customer

Tried your setup to change reticle, and it seems to be working mostly ok, have just had time for a quick test tho, so i guess that part is mostly some tweaking to get it the way i want, need to add some z-depth to render it on top of everything else and so on, so thanks for the info on that.

Tried to run my project in the firefox and the built in oculus browser and found that in the firefox realuty browser the reticle started to follow my controller when i enter VR mode a second time, meaning when i first enable it it follows the HMD, then i exit and enter it again, then it follows the controller, so that is a good start. However when i re-enter VR both of the reticles show, both following the controller, but one rotating with the HMD and one rotating with the controller (Tried the same thing on the oculus browser but the does not exit VR mode werry well so i am missing UI elements after exeting, but i guess that is more of an issue with the browser itself, or it needs more tweaking). I guess this is just some more setup requred, is there any other variables i could look into here?

And to answer your questions directly, i only see the reticle and no ray or controller displayed, should there be by default ?

And then the big thing remaining for it to work a bit more seamless is if i could somehow re-initialise the VR mode on first entering VR, so I can get the controller working consistently. Is there anyway i can do that?

in reply to: Verge3D 2.11 pre2 build available! #11943
elk
Customer

I see. I thought it should be possible to add it while upgrading, not a big deal tho as a could always update it the old way. Thanks for quick reply.

in reply to: Verge3D 2.11 pre2 build available! #11939
elk
Customer

No worries Yuri.

Hmm, strange. It does not show in my App Manager(see image), or has there been a change to the pre2 so I need to download a new one ?

Had a quick look for the custome reticule also in pre2, I guess i must be looking in the wrong place …

in reply to: Verge3D 2.11 pre2 build available! #11921
elk
Customer

Hi.

Mentioned this in the pre1 thread, but did not get a respons so thought i might mention it again…

Just a quick thing i noticed. There is no option to include physics if you update an app from within the app manager.

Also, where do i set the custome reticule for VR, and should controllers be picked up automaticaly in VR, my Oculus Go does not seem to pick it up, do I need to set up somthing else, or is controller on that HMD not supported yet .. ?

in reply to: Verge3D 2.11 pre1 build available! #11705
elk
Customer

Just a quick thing i noticed. There is no option to include physics if you update an app from within the app manager.

Also, where do i set the custome reticule for VR, and should controllers be picked up automaticaly in VR, my Oculus Go does not seem to pick it up, do I need to set up somthing else, or is controller on that HMD not supported yet .. ?

Viewing 15 posts - 136 through 150 (of 168 total)