understand bonfire.asset.taml
by DieRich · in Torque 2D Beginner · 10/09/2014 (12:27 am) · 5 replies
hi all, I'm learning T2D, when I set SceneWindow::setCameraSize to 800 * 400, the bonfire.asset.taml shows up very small, and I check the source code to scale the fire, I can't get it. what to do to scale bonfire? is there any clue on SceneWindow::setCameraSize setting?
thanks.
thanks.
#2
GameAsDreams@hotmail.com
lots of thanks
10/09/2014 (8:28 am)
thanks for reply, I can't open your link "Particle FX editor", I tried internet proxy and can't open it neither. could you please send to my email ?GameAsDreams@hotmail.com
lots of thanks
#3
Just drop your own executable above the modules directory and you're all set!
Get it here!
10/09/2014 (8:54 am)
You can also get the scripts for it from my github.Just drop your own executable above the modules directory and you're all set!
Get it here!
#4
To better understand T2D's idea of a "world" you should probably read the documentation at http://box2d.org/ - T2D uses Box2D for it's physics simulations so this should help.
10/09/2014 (10:22 am)
Whoa, that's because when you set camera size to 800x400 you're setting the "field" size to 800 meters by 400 meters and the bonfire is probably 3 meters square - so the "bonfire" is now a tiny spark. There were a few different discussions about handling physical size to screen resolution ratios, but perhaps Simon would remember better than I what the general method is.To better understand T2D's idea of a "world" you should probably read the documentation at http://box2d.org/ - T2D uses Box2D for it's physics simulations so this should help.
#5
@DieRich : Yeah, 800 meters per 400 meters is a bit much. The camera size has nothing to do with the pixel size / resolution of the game window.
As stated in the wiki...
This means that you should try to plan your project's biggest objects to be of size 10. Even the Sandbox Camera size (100x75) is a bit large for most uses.
Remember that 10 meters is just a scale. You can choose to represent Godzilla at 10 meters, just make sure that all other gameworld objects are scaled relatively to this.
10/09/2014 (11:25 am)
@Richard : Totally overlooked the resolution mentioned!@DieRich : Yeah, 800 meters per 400 meters is a bit much. The camera size has nothing to do with the pixel size / resolution of the game window.
As stated in the wiki...
Quote:
Box2D has been tuned to work well with moving shapes between 0.1 and 10 meters.
This means that you should try to plan your project's biggest objects to be of size 10. Even the Sandbox Camera size (100x75) is a bit large for most uses.
Remember that 10 meters is just a scale. You can choose to represent Godzilla at 10 meters, just make sure that all other gameworld objects are scaled relatively to this.
Associate Simon Love
Feel free to try out my Particle FX editor if you want to play with all the possible settings. It's not perfect but it is much more intuitive than creating particle effects in script!