Hey, I always noticed this, but never took the time to look at it. When you get a objects P and H and turn them around; their numbers for P and H seem to go on forever… Shouldn’t they end at around the 360 mark or am I really off on how movents work?
For my game, the user atm can still do “flips” with their camers and the numbers can end up becoming very big and sending thos numbers across the network can suck up alot of bandwith. So I’m just checking to see if thats seems right to you.
As for fixing the problem, I haven’t put anything togather yet, but simple dividing the numbers should give me a smaller base number that means the same thing, but not sure if that wise or not, lol.
Also, I like to add I’m having a problem with this bit of code. For some reason its printing off two different base.camera.getZ() after setting the fluzidZ to “test” by moving down one. By this I mean TempZ is pring off -13 while after the fluid move it’s like -0.00002314. I think it has to do with with the frames/moving updates, but wasn’t sure.
if self.GravityTime <= task.time:
tempZ = base.camera.getZ()
base.camera.setFluidZ(render, - (.1 * self.elapsed))
base.cTrav.traverse(render)
if tempZ == base.camera.getZ():
self.FallVelocity = 0
print "Gravity not at work"
pass
else:
print "Gravity at work"
self.GravityTime = task.time + .01
self.tempZ = base.camera.getZ()
self.FallVelocity = self.FallVelocity + (9.81 * self.elapsed)
base.camera.setFluidZ(render, - self.FallVelocity)
base.cTrav.traverse(render)