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How to do "Check Node.y<0, Restart Scene" ?

bracer
Registered User
Quote
2017-07-23 20:49:05

How to do "Check Node.y<0, Restart Scene" ?

I ask this question because there is no enterframe access in CopperCube and creating another timer to handle this is not my first choice.


3dblendsphinx
Registered User
Quote
2017-07-25 01:15:28

If you don't want to use a timer. You can set a plane beneath the level and set on the proximity that the player enter then to restart the scene.


bracer
Registered User
Quote
2017-07-25 01:39:19

Hello 3dblendsphinx, it is ALWAYS nice to see your replies.
The large plane method occurred to me, but different levels have different world size, so a one size fits all plane would be incredibly Huge.

But yes that seems to be it. I just wonder how much processor power it eats having such a LARGE object testing for collision 60 frames per second, I mean testing if y < 0 is SO MUCH Faster but creating another timer to do that instead of addEventListener(Event.enterframe)...almost felt too resource hogging.

If only coppercube have a "every frame do this" event to access.

Do you have a YouTube channel I can subscribe to ? Feel like being your friend.


3dblendsphinx
Registered User
Quote
2017-07-25 02:30:41

I have one that I haven't done anything with I was planning to do something with it but I tend to stretch myself thin with other stuff. I wanted to make some CopperCube tutorials when I was more familiar with it. I just have been bouncing back and forth between game engines. That is why I disappear for a moment. Because after I bought Coppercube I got Leadworks on sale but then I also have my other engine I like playing with. (and yes I am a engine horder) But if you want to keep and eye for when I do so soemthing with it it is here.
https://www.youtube.com/channel/UCtOFLA4SMLUCcf_ZSUL48zA

But for the large plane if you look at it in wireframe view it is only 8 polygons regardless of the size. So it shouldn't be that much of a resource hog with only 8 Polys and then you can apply a black texture and make it transparent(add). ( Can't save if it would save on processing)

I made a black texture for triggers because when objects are hidden their script doesn't run. So I add a black texture and then switch to transparent(add) so it is hidden but have a proximity trigger for if I want something to happen. Maybe in the next update Niko could add trigger points that isn't render by the engine but runs certain scripts when player collides with them.


bracer
Registered User
Quote
2017-07-25 03:01:05

I have subscribed to you.

You spreading yourself thin ?
Count me in, at this point in writing, I am:
1: Updating my book that I have published.
2: Working on another book.
3: Design the Character that will be the main character in my second book.
4: 3D Modeling Characters.
5: Making a Game.
6: Planning my next YouTube video.

All these while at the same time *thinking*....just *thinking* about learning babylon.js...trying to fit THAT in....

Babylon's Real Time Rendering is out of this world.


bracer
Registered User
Quote
2017-07-25 20:46:22

I have created a behavior specifically for this but generic enough for everyone to use.

This behavior is call "If_Below_Sea_Level" where you can specify an action to carry out if player is below a specified Sea Level specified by you.

I have uploaded the file to Niko, hopefully he will put it in his download extension section of Coppercube soon.


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