Xmoto hack
So if we don't want to throw away all the GUI code we need to solve the problem. It's currently possible to select the rendering engine as startup option. This is a bit of magic because when running like this some calls to the opengl api are made, apparently this doesn't cause the program to crash.
I am very happy with the current rendering of the title screen. I hope The performance will stay oke:. Keesj , 21 December CET. This week we have made quite some progress and are almoot back on track. We restarted the project from srcatch. This time we used the xmoto CVS and first started by refactoring the current code while keeping testing if the OpenGL version kept working. This went quite well. To make the experience fit your profile, pick a username and tell us what interests you.
We found and based on your interests. Choose more interests. I had always wanted to build a stepper motor from a simple DC motor, and these small geared motors have caught my eye for a long time. My solution is very compact and I am sure you will like it. This DC motor can be controlled by the signals direction as well as step like a normal stepper motor with driver, only that my solution already brings the driver.
We have a step angle of 1. That basically means the stepper motor can hold 3. At this maximum load, the motor needs 1. The motor weighs grams. Now the second motor comes into the round We have here the "HighPower" version with 1. This one manages an impressive 5kg holding power on the centimeter and weighs just 10 grams. Well, with the additional technology and housing, we might get to 20 grams. You can see what I'm getting at, this much smaller motor creates more holding power and uses less power.
But that's not all, it also controls the position of the motor and has a servo function that constantly corrects the position of the motor automatically. Of course, we still have to make a few changes to the technology before this motor understands step as well as direction signals First we take off the cover, as you can see, I soldered 2 small PCBs in a stacking process to the contacts of the motor.
Now I want to introduce them to you. For this I have not yet soldered PCB's here on the table. In the middle there is a hole for the through shaft, on this shaft there is a magnetic disk with 3 embedded magnets each The Hall sensors are mounted in a 90 degree angle on the driver and send their signals to the second PCB, which I will introduce in a moment.
This one comes in a tiny 2mm package and is able to control the motor's direction and speed via PWM signals. It is also capable of stopping the motor and holding the load.
All well and good, but now how do we turn a DC motor into a stepper motor? When the player dies or finishes the level, he can then choose to save the replay. If set to false , no replay saving will be possible.
Recording replays have a theoretical impact on the framerate of the game, but practically you shouldn't be able to notice anything. Specifies the framerate at which replays will be recorded at. The higher it is, the smoother the replay will seem to be, but it will also cause the replay file to be much larger. Never set this option to higher values than 50, as it could cause unforeseen consequenses. The default value of 25 seems to be a good compromise between smoothness and file size.
If true , replays will be compressed with zlib. This is the default behaviour. Set this to false if you experience replay saving to take too long. Note that this resolution must be supported by your video card and monitor if -res isn't combined with -win , in which case you can specify any weird resolution you'd like.
Note that this option overrides the settings you have specified inside the game. Sets the display bits per pixel to BITS. When running in windowed mode this option has no effect at all. If BITS is 0 the current display setting is used.
Like with -res , this option overrides the in-game setting. Enables quiet mode, in which no messages is written in the log or to the console. This overrides the -v option. Disables the use of OpenGL extensions. Try this option if you experience weird graphical errors inside the game. Expect the use of this option to lower the framerate a bit, especially when playing large levels.
Jumps directly into a specific level identified by ID. Built-in levels are identified by their number, i. External levels are identified by their IDs. Plays the given stored replay. NAME is the name of the replay file in the Replays sub-directory, with or without the.
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