MatteKarla
03-30-2004, 02:51 AM
Hi,
I'm following the development of this wrapper closely, using a lot of the ideas for my own wrapper I'm creating, (using GL)
Why not implement a "Think" function in the scene. Where you set up timeout until called again, or "NextThink".
for example: setting think-timeout to 1 second, every second this function gets called and you could for example switch rotation of a object from cw/ccw.
Or for example add a intro-scene to the core, set nextthink to 3s, do fancy intro stuff for 3 seconds, the think-function gets called and loads a new scene, sets the new scene as next and calls MarkForDeath().
I solved it by adding a Think-function that's called in every loop, and then when "think" actually occurs (current_time >= next_think_time) it calls the virtual function OnThink.
And I also have a function called SetThinkTimeout(floats fSeconds) , if you set it to 0.4f then OnThink() is called every 400ms.
Thxn again for releasing such a great wrapper!
(excuse my english btw :-) )
I'm following the development of this wrapper closely, using a lot of the ideas for my own wrapper I'm creating, (using GL)
Why not implement a "Think" function in the scene. Where you set up timeout until called again, or "NextThink".
for example: setting think-timeout to 1 second, every second this function gets called and you could for example switch rotation of a object from cw/ccw.
Or for example add a intro-scene to the core, set nextthink to 3s, do fancy intro stuff for 3 seconds, the think-function gets called and loads a new scene, sets the new scene as next and calls MarkForDeath().
I solved it by adding a Think-function that's called in every loop, and then when "think" actually occurs (current_time >= next_think_time) it calls the virtual function OnThink.
And I also have a function called SetThinkTimeout(floats fSeconds) , if you set it to 0.4f then OnThink() is called every 400ms.
Thxn again for releasing such a great wrapper!
(excuse my english btw :-) )