Crystal Space
Welcome, Guest. Please login or register.
July 22, 2014, 12:23:19 pm

Login with username, password and session length
Search:     Advanced search
9005 Posts in 2043 Topics by 8209 Members
Latest Member: Rhenchao
* Home Help Search Login Register
+  Crystal Space
|-+  Crystal Space Project Development
| |-+  Feature Requests
| | |-+  iSequenceManager
« previous next »
Pages: [1] Print
Author Topic: iSequenceManager  (Read 4547 times)
allpowerful32
Jr. Member
**
Posts: 62


View Profile
« on: December 09, 2005, 03:39:37 am »

This class should be expanded to include support for triggers like "Mesh near mesh" and collision-based triggers.  It should also be expanded to include Beizer SP? interpoliation for the fade statements.  This produces the appearance of smoother animations.  Maybe, it could also be able to activate paths for objects to follow using cs's path system (used in pathtut example). 

Does any one agree?
« Last Edit: December 09, 2005, 03:41:58 am by allpowerful32 » Logged
jorrit
Administrator
Hero Member
*****
Posts: 1706


View Profile
« Reply #1 on: December 09, 2005, 08:48:38 am »

This class should be expanded to include support for triggers like "Mesh near mesh" and collision-based triggers.  It should also be expanded to include Beizer SP? interpoliation for the fade statements.  This produces the appearance of smoother animations.  Maybe, it could also be able to activate paths for objects to follow using cs's path system (used in pathtut example). 

Does any one agree?

Yes. Now finding someone to implement all that smiley

Greetings,
Logged
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 3.242 seconds with 14 queries.