Game Development Community

Latest Fluid Rendering is up...

by Melv May · in Torque Game Engine · 08/27/2002 (5:43 am) · 36 replies

What more needs to be said?

Splish Splosh Splash

- Melv.
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#1
08/27/2002 (5:51 am)
Yes!!! :)
Quote:
What more needs to be said?
;)
#2
08/27/2002 (5:55 am)
Oh yeah....thanks Melv!
#3
08/27/2002 (6:01 am)
Thx Melv! Really great, like it always is. Melv rules!!!

thx,
Chris
#4
08/27/2002 (6:02 am)
Quote:
What more needs to be said?

maybe yyyeeeeeehhhhaaaaaa!!!!! :D
#5
08/27/2002 (10:02 am)
Melv, this is just beautiful!! :)
Splash!
I really want to dive into it... ;)
#6
08/27/2002 (10:05 am)
Awesome as always Melv!
#7
08/27/2002 (10:06 am)
hey hey. 8)

Looks pretty damn cool to me.

If you have any problems or suggestions then don't forget to send an email.

Cheers,

- Melv.
#8
08/27/2002 (10:09 am)
Oh yeah,

I noticed that you're using the fxLight so I thought I would mention that I'm moving the 'SunLight' feature out of the fxLight and into it's own object called fxSunLight as there are some problems with the object trying to achieve both effects like flickering etc.

The fxSunLight will have all the features of the fxLight plus a few more!

Should be ready very soon for you.

- Melv.
#9
08/27/2002 (10:17 am)
A real fxSun object now in the works too? nice.
Another 4 hours before I can try out the water....ants in the pants...getting bad..
#10
08/27/2002 (10:18 am)
Ah, good to know! :) Let me know when it's ready, so that I can "switch suns"... hehe ;)
Again, thanks for all this cool stuff, Melv!
#11
08/27/2002 (10:20 am)
No problem guys.

It's no big thing really, it's just that sometimes creating a too general-purpose object can lead to problems.

I'll drop you an email when it's ready.

- Melv.
#12
08/27/2002 (11:15 am)
i also think you would be voted the MVD if we had a title.

(most valueble developer)
i think without yer help- the water would be a dark green stagnant pond with floating trash and algae. The kind found dog bowls that have never been washed out.
huh......................... u get the idea.........

~Alex
#14
08/27/2002 (11:40 am)
Nice. ;)

It's so cool watching others use your work. 8)

- Melv.
#15
08/27/2002 (12:45 pm)
Stefan,

You should put together a nice dev snapshot and submit it to Planet Tribes (torquepics@planettribes.com - Stephen Limowski).

If I submit any more images then someone is going to shoot me. ;)

- Melv.
#16
08/27/2002 (2:37 pm)
Hehe. lol, Melv! ;)
Yeah, maybe I'll do that...
/ME goes making screenshots... :P
Btw., what's next on your "virtual Torque to-do list"? ;))
#17
08/27/2002 (3:09 pm)
If you can't compile fluidSupport.cc file on linux properly, use the dos2unix.sh file in the /tools/unix folder.
#18
08/28/2002 (12:07 am)
Stuart,

That's interesting. Could you elaborate on what this procedure does so that I can include it in my installation instructions.

Many thanks,

- Melv.
#19
08/28/2002 (12:15 am)
Stuart,

I checked the file out you mentioned and see it's purpose now. So do you need to convert the DOS CR/LF to Unit LF in all cases or simply when you have a problem?

I remember you had problems before compiling code, was this the solution in the end?

I'm trying to learn a little more about unix problems so that my stuff works there. I don't want to miss you guys out. ;)


- Melv.
#20
08/28/2002 (12:16 am)
All dos2unix.sh does is convert CRLF chars to LF chars and gcc does accept source files that were edited in any editor on windows or linux. I've never had a problem moving VC++ 6 edited source files over to the linux machine for compiling the linux version.
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