[Bf-committers] [Bf-gamedev] game engine scenegraph: design, review and questions
britalmeida at gmail.com
Mon Jul 21 14:57:33 CEST 2014
I am not discussing the uses of the slow parent :)
Thank you for the example Ortiz, and I am interested in seeing you logic
What I mean is that these types of constraints should be in another, more
This for the user, the feature is currently quite hidden and not very
flexible, and for the Scene Graph.
I don't think that technically the slow parent should be on the scenegraph
along with parent/child transforms. I think that it should have a
controller, in the physics or the logic, that is able to calculate the
motion more accurately and also other types of motion constraints, such as
a spring based one.
I am in touch with Dalai and also with Mitchell and Daniel Stokes, if they
have anything to add to the discussion, they'll say so.
On Sun, Jul 20, 2014 at 12:58 AM, FRANCISCO ORTIZ <chicortiz at gmail.com>
> Hello Almeida, looks like the second part of my message for you Didn't
> reach you which was:
> "Are you in contact with Dalai Felinto? I think he could help you too.
> dfelinto at gmail.com
> Ortiz (chicortiz at gmail.com)"
> On 19 July 2014 05:08, Jorge Bernal <jbernalmartinez at gmail.com> wrote:
>> Hi Brita,
>> 2014-07-19 2:57 GMT+02:00 brita <britalmeida at gmail.com>:
>>> When I do run the GE, it does not work. It looks like a normal parent
>>> relation. (I added an always motion to the parent, and pressed 'p')
>> I have just uploaded a blend (with 2.71) to pasteall (
>> http://www.pasteall.org/blend/30499) showing the slow parenting in
>> action in the bge.
>> Press P and use the left/right/up/down arrows.
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
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