Wow, lot of posts in short time! Good to see you answereing them all KuRiX - this gives me great confidence in the future of KODE, I am 90% convinced to buy :)
A suggestion to people - read the ODE documentation ;) Here is a link to the ODE manual. Some stuff is irrelevant to wrapper, but 70% of manual is very useful. All the commands are explained.
http://ode.org/ode-docs.html
For me, the essential part of KODE is a 'stable' ODE wrapper for Blitz. I know this is cheeky, but can anyone compare KODE wrapper to previous ODE wrappers and also to Tokamak? ODE itself seems superior to Tokamak, but Tokamak wrapper has been the most stable for me so far.
I hope you are writing this stuff down KuRiX, because here come some more suggestions!! Very good work though, well done :)
WRAPPER
1) Keep wrapper up to date and above all STABLE ;)
2) Do you plan on implementing QuadTree spaces?
EDITOR
3) As mentioned, need more resolutions supported. The editor window is quite small on 1280 x 960 screen! I know scaling GUI's can be tricky, but personaly I would rather have larger window (fullscreen) and some 'empty space' where GUI used to be ie. don't worry too much about scaling it all properly. You could always say 'resoltion not officaily supported' or something ;)
4) Zoom Extents All/Selected would be VERY nice.
5) Option to 'Disable all joints/bodies' would be handy. Then you can easily enable one or two for testing a certain part of a model. Ofc, need option to enable all of them again.
6) Maybe configurable 'mouse sensitivity' for each operation? I find rotating camera is way too slow. Also, how do other editors work, do they 'speed up' as you zoom out?? Not exactly sure what I am asking here, just found it a bit slow to move around at times! The zoom extents would help ofc.
7) The .bb exporter is cool, but really need a .kode importer for blitz or something. Basicaly, so you can import a model and its physics - like using Pipeline for example. I understand ODE uses global coords for positioning joints, but the way I see an editor being used is to export physics for various models then import them one at a time (at 0,0,0), move to corrct world position, then import next model and physics etc.
8) Automating stuff is great :)
Rhy :o)
A suggestion to people - read the ODE documentation ;) Here is a link to the ODE manual. Some stuff is irrelevant to wrapper, but 70% of manual is very useful. All the commands are explained.
http://ode.org/ode-docs.html
For me, the essential part of KODE is a 'stable' ODE wrapper for Blitz. I know this is cheeky, but can anyone compare KODE wrapper to previous ODE wrappers and also to Tokamak? ODE itself seems superior to Tokamak, but Tokamak wrapper has been the most stable for me so far.
I hope you are writing this stuff down KuRiX, because here come some more suggestions!! Very good work though, well done :)
WRAPPER
1) Keep wrapper up to date and above all STABLE ;)
2) Do you plan on implementing QuadTree spaces?
EDITOR
3) As mentioned, need more resolutions supported. The editor window is quite small on 1280 x 960 screen! I know scaling GUI's can be tricky, but personaly I would rather have larger window (fullscreen) and some 'empty space' where GUI used to be ie. don't worry too much about scaling it all properly. You could always say 'resoltion not officaily supported' or something ;)
4) Zoom Extents All/Selected would be VERY nice.
5) Option to 'Disable all joints/bodies' would be handy. Then you can easily enable one or two for testing a certain part of a model. Ofc, need option to enable all of them again.
6) Maybe configurable 'mouse sensitivity' for each operation? I find rotating camera is way too slow. Also, how do other editors work, do they 'speed up' as you zoom out?? Not exactly sure what I am asking here, just found it a bit slow to move around at times! The zoom extents would help ofc.
7) The .bb exporter is cool, but really need a .kode importer for blitz or something. Basicaly, so you can import a model and its physics - like using Pipeline for example. I understand ODE uses global coords for positioning joints, but the way I see an editor being used is to export physics for various models then import them one at a time (at 0,0,0), move to corrct world position, then import next model and physics etc.
8) Automating stuff is great :)
Rhy :o)