Difference between revisions of "User:BUTTONpUSHER Jones"
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Project list | Project list | ||
finish pet protocol | * finish pet protocol | ||
Update Magic Carpet and sell it. it needs new flexies, vehicle actions, and camera. | * Update Magic Carpet and sell it. it needs new flexies, vehicle actions, and camera. | ||
Make tank game (multiplayer assault) | * Make tank game (multiplayer assault) | ||
Make robot stop motion movie | * Make robot stop motion movie | ||
Document all types of rotations: | * Document all types of rotations: | ||
* what transform is used to change right (or up, etc) to forward? | ** what transform is used to change right (or up, etc) to forward? | ||
* how to rotate around 1 axis to nearest lookat | ** how to rotate around 1 axis to nearest lookat | ||
* how to zero X and Y while keeping same Z rotation | ** how to zero X and Y while keeping same Z rotation | ||
* how to rotate child prim around root | ** how to rotate child prim around root | ||
* how to rotate child prim around arbitrary point (this is a move and rotate) | ** how to rotate child prim around arbitrary point (this is a move and rotate) | ||
* how to rotate child prim around it's own center | ** how to rotate child prim around it's own center | ||
* how to rotate an arbitrary point of a child object (as an offset, eg. the top face of a box) around another arbitrary point | ** how to rotate an arbitrary point of a child object (as an offset, eg. the top face of a box) around another arbitrary point | ||
* get the rotation of the avatar | ** get the rotation of the avatar | ||
* get the rotation of the camera | ** get the rotation of the camera | ||
* get the position of a point x distance in direction y | ** get the position of a point x distance in direction y | ||
make various steering types | * make various steering types | ||
* rotation is duty cycle of arrow keys. something like rotation = rotation + time_since_last_sample * key(1 or -1) else rotation = rotation * 0.5 * time_since_last_sample. If abs (rotation) < 0.1 then rotation = 0. possibly use a 1/2 second trailing average to smooth it out. | ** rotation is duty cycle of arrow keys. something like rotation = rotation + time_since_last_sample * key(1 or -1) else rotation = rotation * 0.5 * time_since_last_sample. If abs (rotation) < 0.1 then rotation = 0. possibly use a 1/2 second trailing average to smooth it out. | ||
* single press = 50% turn, double press = max turn | ** single press = 50% turn, double press = max turn | ||
* Dragging HUD element (if this works) | ** Dragging HUD element (if this works) | ||
* Dragging steering wheel? | ** Dragging steering wheel? | ||
* shift-turn = max. can a regular turn be distinguished from strafe while in mouselook? | ** shift-turn = max. can a regular turn be distinguished from strafe while in mouselook? | ||
investigate already existing 'zaggat' type huds or devices | * investigate already existing 'zaggat' type huds or devices | ||
Make personal tank (like Bonaparte from Dominion: Tank Police) | * Make personal tank (like Bonaparte from Dominion: Tank Police) | ||
Make a building tutorial movie | * Make a building tutorial movie | ||
Make a low prim version of Chess. | * Make a low prim version of Chess. |
Revision as of 23:40, 3 March 2007
Project list
- finish pet protocol
- Update Magic Carpet and sell it. it needs new flexies, vehicle actions, and camera.
- Make tank game (multiplayer assault)
- Make robot stop motion movie
- Document all types of rotations:
- what transform is used to change right (or up, etc) to forward?
- how to rotate around 1 axis to nearest lookat
- how to zero X and Y while keeping same Z rotation
- how to rotate child prim around root
- how to rotate child prim around arbitrary point (this is a move and rotate)
- how to rotate child prim around it's own center
- how to rotate an arbitrary point of a child object (as an offset, eg. the top face of a box) around another arbitrary point
- get the rotation of the avatar
- get the rotation of the camera
- get the position of a point x distance in direction y
- make various steering types
- rotation is duty cycle of arrow keys. something like rotation = rotation + time_since_last_sample * key(1 or -1) else rotation = rotation * 0.5 * time_since_last_sample. If abs (rotation) < 0.1 then rotation = 0. possibly use a 1/2 second trailing average to smooth it out.
- single press = 50% turn, double press = max turn
- Dragging HUD element (if this works)
- Dragging steering wheel?
- shift-turn = max. can a regular turn be distinguished from strafe while in mouselook?
- investigate already existing 'zaggat' type huds or devices
- Make personal tank (like Bonaparte from Dominion: Tank Police)
- Make a building tutorial movie
- Make a low prim version of Chess.