The first weblog devoted to Demoniak3D Demo-System

Archive for the ‘Tips’n'Tricks’ Category

Handling Several Keys Simultaneously

Tuesday, April 29th, 2008 Posted in Demos, Tips'n'Tricks, Tutorials | No Comments »

Yes it’s possible and it’s very easy to handle several keys in the same time in LUA. The following small demo allows you to press simultaneously on the X, C, V, B, N and M keys. The corresponding character is ...

HUD and Z-Order

Tuesday, April 29th, 2008 Posted in Lua, Tips'n'Tricks, Tutorials | No Comments »

It’s possible to specify the order in which HUDs will be displayed by tuning HUD’s z position and enabling depth test. The following code snippet show us how to display a red HUD over a white one (although the red ...

How to release a demo with the PRO version

Tuesday, March 18th, 2008 Posted in Tips'n'Tricks, Tutorials | 1 Comment »

The PRO version of Demoniak3D is nodelocked, i.e. it is locked to the computer. Then you can’t distribute Demoniak3D.exe file. In return, a Demoniak3D scene player comes with the PRO version (Demoniak3D_Player.exe). This player is only capable to read a ...

How to release a demo with the FREE version

Tuesday, March 18th, 2008 Posted in Tips'n'Tricks, Tutorials | 1 Comment »

You can create with the FREE version of Demoniak3D a demo that is lauchable directly with a bouble-click on an executable file. But the end-user will always have access to demo’s source codes (xml, glsl and lua files). Only the commercial ...

How to Center the Pivot of a Mesh

Tuesday, February 12th, 2008 Posted in Lua, Tips'n'Tricks | No Comments »

Steph3D offers us a little function to center back the pivot of a mesh. Actually, in some cases, the local axis (or pivot or tripod) of a mesh are not centered on it but are shifted. This is a problem ...

Average Normals et Bump Mapping

Friday, February 8th, 2008 Posted in FR, Tips'n'Tricks | 2 Comments »

Demoniak3D possède un petit bug dans la gestion des normals des meshs en XML. Lorsque l'on utilise l'attribut average_normals="TRUE" et que l'on fait du bump mapping, le vecteur tangent nécessaire au bump mapping dans le vertex shader n'est pas mis à ...

Jointure (Seam) Visible sur les Meshes

Thursday, February 7th, 2008 Posted in FR, Tips'n'Tricks, Tutorials | No Comments »

Dans ce billet nous allons voir le phénomène de jointure qui apparaît sur certains meshes et comment y remédier. Je reçois souvent des feedbacks par rapport à ce problème qui en réalité n'en est pas un. La jointure (ou seam ...

Comment faire une Video à partir de Demoniak3D ?

Saturday, January 19th, 2008 Posted in FR, Lua, Tips'n'Tricks | No Comments »

Voilà la procédure pour ceux qui voudraient montrer une vidéo d'une démo Demoniak3D et la placer sur les sites de partage. 1 - Récupérer le petit soft suivant: JPGVideo 2 - Placer dans un script d'update de la demo le code suivant: HYP_Camera.MakeScreenshot(); 3 ...

General Modelling Workflow

Thursday, December 13th, 2007 Posted in 3D, Demoniak3D, Technique, Tips'n'Tricks, UK | No Comments »

This is an answer to this forum topic. Hyperion can load directly the following model file formats: - .3DS: 3DStudio MAX binary model format. - .OBJ: Alias|Wavefront ascii model format - .XML: XML format created by the Wak Exporter for 3DStudio MAX 7/8. If you ...

LUA programming tips & tools

Wednesday, November 28th, 2007 Posted in Demoniak3D, Lua, Programming, Tips'n'Tricks | No Comments »

Developing LUA code for Hyperion can be somewhat frustrating if you don't follow some guidelines to code, test and debug before launching it in Hyperion. Here is how I work: I extensively use LuaEdit. LuaEdit is a complete IDE for LUA ...

Comments in LUA

Thursday, November 15th, 2007 Posted in Lua, Tips'n'Tricks, UK | No Comments »

As you know, you can put comments in LUA with the double hyphen (--): -- This is a comment DoSomething(); -- This is another comment. ReDoSomething(); But the double hyphen is not very convenient for commenting multiple lines. Like in C language, there is a ...

Liste des Meshes d’un Modèle 3D

Sunday, November 11th, 2007 Posted in Demoniak3D, FR, Lua, Tips'n'Tricks | No Comments »

Un modèle 3D dans hyperion est, par défaut, une hiérarchie à un niveau: la racine est l'objet modèle lui même (réduit à un gizmo) et le premier niveau de la hiérarchie représente tous les meshes qui composent le modèle. La question ...

Problème de Normales avec le Noeud Model

Thursday, November 8th, 2007 Posted in Demoniak3D, FR, Programming, Tips'n'Tricks | No Comments »

Je viens juste de m'apercevoir que j'ai enlevé, pour des besoins de test, le calcul des normales des vertices pour le noeud model en xml. En attendant la next release très prochaine, il suffit d'ajouter l'attribut compute_normals dans le noeud ...