Guess what? I'm getting a memory access violation. Help please. Do I always need to use render tweening with tokamak physics? Or is it just there in all the examples because it's better? Here's my code, it's a bit butchered because of my panic but it should work. You may as well just change Global ship01=LoadMesh("ship1.b3d") to Global ship01=createCube() to make it able to work when / if it does.
I am using the tokamak rigid body editor and when I create the rigid body object it is the same as what I get when I export .bb except without the setmaterialindex command because I removed or changed most of the variable names and was too lazy to deal with it. All I am trying to do for now is draw the ship onscreen with the tokamak rigid body working if you're wondering. I don't thuink I finished setting up the camera either, so if you get nothing but no memory access violation that's good, you don't need to set it up.
Thanks in advance
;3d space flight engine v 3 ;now that I have proper physics, I think it may work out ;I'm aiming to fix the gameplay problem involving it just not 'feeling' right ;set up graphics Graphics3D 1024,768,32 ;double buffering SetBuffer BackBuffer() ;set up tokamak simulator TOKSIM_SetRigidBodiesCount 1 TOKSIM_SetAnimatedBodiesCount 0 TOKSIM_SetRigidParticleCount 0 TOKSIM_SetControllersCount 0 TOKSIM_SetGeometriesCount 14 TOKSIM_CreateSimulator(0,0,0) ;load the ship ;NOTE: CHANGE THIS TO AN ARRAY!! Global ship01=LoadMesh("ship1.b3d") ;the camera Global cam1 = CreateCamera() PositionEntity camera,0,0,0 ;the lights AmbientLight 100,100,200 ;the ship rigid body ship01rb=TOKRB_Create() TOKRB_SetPosition ship01rb,0.0,0.0,0.0 TOKRB_SetRotation ship01rb,0.0,0.0,0.0 TOKRB_SetBoxInertiaTensor ship01rb,5.0,5.0,5.0,1.0 TOKRB_SetMass ship01rb,1.0 TOKRB_SetLinearDamping ship01rb,0.001 TOKRB_SetAngularDamping ship01rb,0.001 TOKRB_CollideConnected ship01rb,0 TOKRB_AddBox(ship01rb,-2.20411,-2.88501,2.09501) TOKGEOM_SetPositionAndRotation g,-3.78355,-0.312894,-0.471711,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,2.0,-0.913641,-1.19867) TOKGEOM_SetPositionAndRotation g,-3.78568,-2.07925,-0.294399,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,-2.0,-3.0,0.804565) TOKGEOM_SetPositionAndRotation g,-3.85608,-3.90423,-0.268204,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,1.86821,-0.93018,-0.757756) TOKGEOM_SetPositionAndRotation g,-3.94073,-5.83604,-0.289075,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,1.44042,-0.808995,-0.571616) TOKGEOM_SetPositionAndRotation g,-3.83165,-6.66908,-0.3939,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,-1.36885,-1.11293,-0.847562) TOKGEOM_SetPositionAndRotation g,-2.3013,-0.285581,-0.419939,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,1.5764,-0.906782,-0.5684) TOKGEOM_SetPositionAndRotation g,-0.947437,-0.327261,-0.415343,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,1.49912,-1.17104,-0.826421) TOKGEOM_SetPositionAndRotation g,-5.59488,-0.325605,-0.399286,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,1.20174,-0.92761,0.578545) TOKGEOM_SetPositionAndRotation g,-6.92694,-0.300521,-0.372304,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,0.379707,-2.13287,1.27555) TOKGEOM_SetPositionAndRotation g,-0.0445214,-0.347584,-0.413206,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,-0.320397,-2.21165,-1.36992) TOKGEOM_SetPositionAndRotation g,-7.58982,-0.350264,-0.375476,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,0.246424,-1.22218,0.220696) TOKGEOM_SetPositionAndRotation g,-0.0723057,-1.96473,-0.402167,0.0,0.0,0.0 TOKRB_AddBox(ship01rb,-0.237158,-1.5,0.245809) TOKGEOM_SetPositionAndRotation g,-7.61479,-1.83985,-0.40037,0.0,0.0,0.0 TOKRB_AddCylinder(ship01rb,1.73311,2.2236) TOKGEOM_SetPositionAndRotation g,-3.80075,-4.39053,-0.900166,0.0,0.0,0.0 ;main loop While Not KeyDown(1) TOKRB_UpdateBoundingInfo ship01rb ;match ship01 to the tokamak rigid body PositionEntity ship01,TOKRB_GetX#(ship01rb),TOKRB_GetY#(ship01rb),TOKRB_GetZ#(ship01rb) RotateEntity ship01,TOKRB_GetPitch#(ship01rb),TOKRB_GetYaw#(ship01rb),TOKRB_GetRoll#(ship01rb),False ;update the simulator TOKSIM_Advance(1,1) ;more double buffering Flip UpdateWorld RenderWorld Wend TOKSIM_DestroySimulator() End
I am using the tokamak rigid body editor and when I create the rigid body object it is the same as what I get when I export .bb except without the setmaterialindex command because I removed or changed most of the variable names and was too lazy to deal with it. All I am trying to do for now is draw the ship onscreen with the tokamak rigid body working if you're wondering. I don't thuink I finished setting up the camera either, so if you get nothing but no memory access violation that's good, you don't need to set it up.
Thanks in advance