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  • 12:12, 15 July 2023Effects Page (hist | edit) ‎[631 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Effects Page. The '''Effects Page''' is a tool page in the World Editor. It can be found under the '''Object''' tab. The Effects Page contains tools for creating the following types of effect nodes. * Quad Effect * Flare Effect * Beam Effect * Tube Effect * Fire Effect * Halo Effect * Shaft Effects * Slug Effects Panel effects can also be created using the tool in...")
  • 12:11, 15 July 2023Atmosphere Page (hist | edit) ‎[414 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Atmosphere Page. The '''Atmosphere Page''' is a tool page in the World Editor. It can be found under the '''Object''' tab. The Atmosphere Page contains tools for creating the following types of nodes. * Fog Space * Skybox == See Also == * World Editor Pages * World Editor Category:Editor")
  • 12:08, 15 July 2023Text Formatting (hist | edit) ‎[11,468 bytes]Eric Lengyel (talk | contribs) (Created page with "Strings displayed by text widgets may contain the embedded formatting directives supported by Slug. A list of formatting directives begins with the two-character sequence '''{#''' and ends with the closing brace '''}'''. Each directive has the form '''directive(''params'')''', where ''params'' can be empty or consist of one or more parameters that apply to the directive. Multiple directives can be included in one list by separating them with semicolons. The followin...")
  • 12:05, 15 July 2023Panel Editor (hist | edit) ‎[13,016 bytes]Eric Lengyel (talk | contribs) (Created page with "right|frame|'''Figure 1.''' The Panel Editor window. The '''Panel Editor''', shown in the image to the right, is a tool included with the C4 Engine that is used to create and edit graphical user interfaces of two different types. First, the panel editor can be used to create windows, dialogs, and heads-up displays that are rendered on top of a game on a two-dimensional desktop, and these interfaces are saved in individual panel resource files. Se...")
  • 12:03, 15 July 2023Expression Evaluation in Scripts (hist | edit) ‎[8,961 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ A script in the C4 Engine can contain methods of the type '''Evaluate Expression''', sometimes called an ''expression method'' for short. An expression method holds a text string representing a mathematical expression that gets evaluated when script execution reaches the method. For an expression method, a text box is displayed on the left side of the Method Info window where a textual expression may be entered. (The Method Info window is o...")
  • 12:02, 15 July 2023Methods (hist | edit) ‎[15,175 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ There are several types of script methods that are defined in the engine module. An application module can define any number of its own custom script methods as well, and they will show up in the palette on the left side of the script editor window. === Basic Methods === The following table describes the operation of the methods built into the engine that appear under the '''Basic''' in the Script Editor. {| {{Table}} {{Table...")
  • 12:01, 15 July 2023Script Editor (hist | edit) ‎[16,437 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The C4 Engine contains a powerful scripting language that can be used to implement event sequences taking place in response to some kind of trigger in a world. A script does not require the use of any textual programming language. Instead, a script is shown as a graphical representation of the actions to be performed and their interdependencies. Scripts support local and global variables, conditional execution, loops, and expression evaluation. For information...")
  • 11:59, 15 July 2023Interpolant Shader Processes (hist | edit) ‎[8,446 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ When the graphics hardware renders a triangle, some values are calculated at each pixel and other values are calculated only at the vertices. The values calculated at the vertices are smoothly varied across the interior of a triangle through a process called perspective-correct interpolation. Hence, these values are called ''interpolants''. The list below describes each of the interpolants available for use in the Shader Editor under the Interpolants tab....")
  • 11:59, 15 July 2023Complex Shader Processes (hist | edit) ‎[8,230 bytes]Eric Lengyel (talk | contribs) (Created page with "This is a list of the complex shader processes that are available in the Shader Editor under the Complex tab. {| {{Table}} {{Tablehead|Process|Description}} |- {{Process|Diffuse Reflection|Shader_diffuse.png|Tangent-space normal '''N''' (optional)|Scalar|Calculates the Lambertian diffuse reflection factor '''N''' · '''L''', where '''L''' is the tangent-space direction to light. The result is saturated to the range [0,1]. If '''N''' is omitted, then...")
  • 11:58, 15 July 2023Mathematical Shader Processes (hist | edit) ‎[8,898 bytes]Eric Lengyel (talk | contribs) (Created page with "This is a list of the mathematical shader processes that are available in the Shader Editor under the Math tab. {| {{Table}} {{Tablehead|Process|Description}} |- {{Process|Absolute Value|Shader_abs.png|Value '''A'''|Value of size matching '''A'''|Calculates the absolute value of each component of the input '''A'''.}} |- {{Process|Add|Shader_add.png|Values '''A''' and '''B'''|Value of size matching larger of '''A''' and '''B'''|Calculates the componentwise sum of the...")
  • 11:57, 15 July 2023Basic Shader Processes (hist | edit) ‎[4,940 bytes]Eric Lengyel (talk | contribs) (Created page with "This is a list of the basic shader processes that are available in the Shader Editor under the Basic tab. {| {{Table}} {{Tablehead|Process|Description}} |- {{Process|Constant Scalar|Shader_constantscalar.png|None|Scalar|Outputs a constant scalar value that is specified in the settings for the process. A ''parameter slot'' may be specified in the process settings. If the parameter slot is set to “Constant” (the default), then the output of this process c...")
  • 11:55, 15 July 2023Shader Editor (hist | edit) ‎[12,817 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ There are two ways to create materials in the C4 Engine. The first method is to simply configure a set of predefined attributes in the Material Editor. This is the easiest and fastest way to create a new material, and most ordinary materials can be made using only those attributes. A more advanced method is to use the Shader Editor to define the exact calculations used by the engine to render a material. The Shader Editor provides you with the power to crea...")
  • 11:54, 15 July 2023Material Editor (hist | edit) ‎[986 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Material Editor window. The '''Material Editor''' is a component of the World Editor, and it is used to create materials by configuring a large set of specific attributes. Materials can also be created with the Shader Editor, and this functionality is also accessed through the Material Editor. == Opening the Material Editor == The Material Editor is usually opened from inside the World Edit...")
  • 11:52, 15 July 2023Modifiers (hist | edit) ‎[7,590 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ A '''modifier''' is something that can be assigned to an instance node in order to change the appearance or properties of the world it references in some way. There are several modifiers built into the engine, and an application may define additional custom modifiers for its own use. Modifiers are assigned to an instance node in the World Editor under the '''Modifiers''' tab in the Node Info window. == Standard Modifiers == The following modifiers are bui...")
  • 11:51, 15 July 2023Connectors (hist | edit) ‎[5,687 bytes]Eric Lengyel (talk | contribs) (Created page with "right|frame|'''Figure 1.''' Connectors can be added or removed from a node under the '''Connectors''' tab in the '''Node Info''' window. Every node in a world can have one or more ''connectors'' attached to it. A connector forms a link between the node that owns it and some other node in the world. Connectors are used for a variety of different purposes, such as connecting a portal to the zone that it leads to or connecting a node with a scr...")
  • 11:50, 15 July 2023World Editor Pages (hist | edit) ‎[6,274 bytes]Eric Lengyel (talk | contribs) (Created page with "A '''page''' is one of the palette-like subwindows shown on the left side of the World Editor. They are organized into five groups under the tabs '''Object''', '''Material''', '''Earth''', '''Instance''', and '''Editor'''. The pages can be rearranged by dragging them upward and downward by their title bars, and they can be collapsed or expanded by clicking on the small box with a plus or minus symbol in it. Each page contains a group of related tools or settings. Th...")
  • 11:49, 15 July 2023World Editor (hist | edit) ‎[16,734 bytes]Eric Lengyel (talk | contribs) (Created page with "The '''World Editor''' tool module is used to create every scene that the C4 Engine displays (however, scene data may be imported from other sources.) All of the data describing a world is stored in a world resource having the <code>.wld</code> extension, and world resources are stored in subfolders of the <code>Data</code> directory. The World Editor is opened by selecting '''New World''' or '''Open World''' from the C4 Menu, or by typing <code>world</code> [''name...")
  • 11:48, 15 July 2023Landscaping Editor (hist | edit) ‎[469 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Landscaping Editor window. The '''Landscaping Editor''' is a tool inside the World Editor that is used to create landscaping paint brushes. The Landscaping Editor is opened by double-clicking on an existing paint brush in the Landscaping Page or by choosing '''New Landscaping Brush...''' from the menu in the Landscaping Page. == See Also == * Landscaping Page Category:Editor")
  • 11:47, 15 July 2023Model Viewer (hist | edit) ‎[5,384 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Model Viewer''' is a plugin tool for the C4 Engine. It is used to preview dynamic models and to import animations for those models. == Opening a Model == The Model Viewer is opened by selecting Open Model from the C4 Menu, or by typing <code>model</code> [''name''] in the Command Console. If the Open Model menu item is selected (or ''name'' is omitted from the console command), then a dialog appears to let you select a model resource. == Model...")
  • 11:45, 15 July 2023Texture Viewer (hist | edit) ‎[1,320 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Texture Viewer window. The '''Texture Viewer''' is part of the '''Texture Tool''' plugin that ships with the C4 Engine, and it is used to preview texture files in the engine's proprietary <code>.tex</code> format. == Opening a Texture == The Texture Viewer is opened by selecting '''Open Texture''' from the C4 Menu, or by typing <code>texture [''name'']</code> in the Command Console. If the '''...")
  • 11:44, 15 July 2023Texture Importer (hist | edit) ‎[13,430 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ Texture maps used by the C4 Engine have the <code>.tex</code> file extension. These texture map resources are created by importing texture images from a subdirectory of the <code>Import</code> directory using the Texture Importer tool. The Texture Importer tool supports <code>.tga</code> files, which may be in 8-bit grayscale, 16-bit color, 24-bit color, or 32-bit color format, with or without RLE compression. When a texture is imported, a <code>.cfg</code> f...")
  • 11:43, 15 July 2023Font Importer (hist | edit) ‎[10,480 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Font Importer window. In most types of applications, text is rendered into a 2D drawing context by the operating system using the information stored in OpenType or TrueType font files. However, this method of text rendering is not compatible with hardware-accelerated 3D graphics, and it suffers from inconsistencies among different platforms. In order to render high-quality text in a 3D environment and pr...")
  • 11:41, 15 July 2023Sound Player (hist | edit) ‎[1,404 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Sound Player window. The '''Sound Player''' is part of the '''Sound Tool''' plugin that ships with the C4 Engine, and it is used to preview sound files in the engine's proprietary <code>.snd</code> format. == Opening a Sound == The Sound Player is opened by selecting '''Open Sound''' from the C4 Menu, or by typing <code>sound [''name'']</code> in the Command Console. If the '''Open Sound''' menu...")
  • 11:41, 15 July 2023Sound Importer (hist | edit) ‎[1,389 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Sound Importer window. The '''Sound Importer''' is part of the '''Sound Tool''' plugin that ships with the C4 Engine, and it generates sound resources in the engine's proprietary <code>.snd</code> file format. The Sound Importer can be run by choosing '''Import Sound''' from the C4 Menu or by typing <code>isound [''name'']</code> in the Command Console. If the '''Import Sound''' menu item is se...")
  • 11:40, 15 July 2023Recording Movies (hist | edit) ‎[2,271 bytes]Eric Lengyel (talk | contribs) (Created page with "The C4 Engine has the capability to record the video and audio output as you're playing a game or using the tools. Video is saved to a set of "sequence" files that can later be imported as a movie, and audio is saved to a standard wave file. A movie is generated from these files using the Movie Importer tool. Recording is started by entering the record command in the Command Console as follows: <code>record ''name'' [-rate ''fps''] [-noaudio] [-novideo]</code>...")
  • 11:39, 15 July 2023Movie Player (hist | edit) ‎[1,140 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|thumb|800px|'''Figure 1.''' The Movie Player window. The '''Movie Player''' is part of the '''Movie Tool''' plugin that ships with the C4 Engine, and it is used to preview movie files in the engine's proprietary <code>.mvi</code> format. == Opening a Movie == The Movie Player is opened by selecting '''Open Movie''' from the C4 Menu, or by typing <code>movie [''name'']</code> in the Command Console. If the '''Open Movie''...")
  • 11:38, 15 July 2023Movie Importer (hist | edit) ‎[3,392 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ right|frame|'''Figure 1.''' The Movie Importer dialog. The '''Movie Importer''' tool is used to generate movies in the proprietary C4 Engine <code>.mvi</code> format. This functionality is part of the '''Movie Tool''' plugin. To generate a movie, either choose '''Import Movie''' from the C4 Menu or type the <code>imovie</code> command in the Command Console. This causes this Import Movie dialog, shown in Figure 1, to be displ...")
  • 11:37, 15 July 2023Open Data Description Language (hist | edit) ‎[329 bytes]Eric Lengyel (talk | contribs) (Created page with "right|thumb|640px|'''Figure 1.''' [http://openddl.org/ The Open Data Description Language.] The Open Data Description Language (OpenDDL) is a generic text-based data language used for a variety of purposes by the C4 Engine. == See Also == * [http://openddl.org/ openddl.org] * Open Game Engine Exchange")
  • 11:35, 15 July 2023Open Game Engine Exchange (hist | edit) ‎[430 bytes]Eric Lengyel (talk | contribs) (Created page with "The '''Open Game Engine Exchange (OpenGEX)''' format is a text-based file format designed to facilitate the transfer of complex scene data between applications such as modeling tools and game engines. The C4 Engine World Editor can import files in the OpenGEX format after they have been exported from programs such as 3ds max and Maya. == See Also == * [http://opengex.org/ opengex.org] * Open Data Description Language")
  • 11:33, 15 July 2023String Importer (hist | edit) ‎[1,626 bytes]Eric Lengyel (talk | contribs) (Created page with "The '''String Importer''' is a plugin that ships with the C4 Engine, and it generates string table resources in the engine's proprietary <code>.str</code> file format. The String Importer can be run by choosing '''Import String Table''' from the C4 Menu or by typing <code>istring [''name'']</code> in the Command Console. If the '''Import String Table''' menu item is selected (or name is omitted from the console command), then a dialog appears to let you select a...")
  • 11:32, 15 July 2023Resource Packer (hist | edit) ‎[973 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Resource Packer''' is a plugin that ships with the C4 Engine, and it is used to create pack files in the engine's proprietary <code>.pak</code> format. For information about how pack files work, see Pack Files and Virtual Directories. == Creating a Pack File == The console command <code>pack ''name''</code> is used to create a pack file, where ''name'' is the name of a top-level subfolder inside the <code>Data</code> folder. Once a pack file has b...")
  • 11:25, 15 July 2023Simple Games (hist | edit) ‎[3,017 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The C4 Engine ships with two basic game projects called <code>SimpleBall</code> and <code>SimpleChar</code>. Both are made up of two files that are heavily commented and represent nearly the minimum amount of code that needs to be written to have a working game module. You can tell the engine to load one of these game module by editing the file <code>Data/Engine/game.cfg</code> and changing the value of the variable <code>gameModuleName</code> to either <code>...")
  • 11:23, 15 July 2023Teleport Tutorial (hist | edit) ‎[9,824 bytes]Eric Lengyel (talk | contribs) (Created page with "This tutorial describes the method used to create an indirect portal that can see another part of a level, apply a material with animated waves to the portal, and make the destination image float up and down. This tutorial doesn't have you modify a world, but instead examines what has been done in a fully functional example. To follow this tutorial, you need the <code>Data/Tutorial/world/Teleport.wld</code> file that is included in the C4 Engine distribution. To enlarg...")
  • 11:21, 15 July 2023Water Tutorial (hist | edit) ‎[6,923 bytes]Eric Lengyel (talk | contribs) (Created page with "This tutorial guides you through the creation of a new water surface with reflection and refraction effects applied. To follow this tutorial, you need the <code>Data/Tutorial/world/Water.wld</code> file that is included in the C4 Engine distribution. To enlarge any of the screenshots below, click on the thumbnail icon below the image. == Step A: Open Water.wld == Open <code>Data/Tutorial/world/Water.wld</code> in the World Editor by typing Ctrl-O or by entering <...")
  • 11:17, 15 July 2023Terrain Tutorial (hist | edit) ‎[6,074 bytes]Eric Lengyel (talk | contribs) (Created page with "This tutorial guides you through the creation of a new terrain block and some basic terrain editing operations. For more general information about the terrain tools, see the Terrain article. To follow this tutorial, you need the <code>Data/Tutorial/world/Terrain.wld</code> file that is included in the C4 Engine distribution. To enlarge any of the screenshots below, click on the thumbnail icon below the image. == Step A: Open Terrain.wld == Open <code>Data/Tutoria...")
  • 11:09, 15 July 2023Oscillation Tutorial (hist | edit) ‎[6,364 bytes]Eric Lengyel (talk | contribs) (Created page with "This tutorial teaches you how to assign an Oscillation Controller to a node in a level. The Oscillation Controller is a specific type of controller that's built into the C4 Engine, and it causes a node to oscillate back and forth between two points with a velocity based on a sine wave. To follow this tutorial, you need the <code>Data/Tutorial/world/Oscillation.wld</code> file that is included in the <code>C4-xxx-Data.zip</code> distribution. To enlarge any of the s...")
  • 11:05, 15 July 2023Portal Tutorial (hist | edit) ‎[7,692 bytes]Eric Lengyel (talk | contribs) (Created page with "In order to allow for arbitrarily large and complex environments, every sizable world built in the C4 Engine World Editor should be organized into multiple zones. The root node of a world is an infinitely large zone, and all other zones are contained within the root zone. When new zones are added to a world, they need to be connected by portals so that it's possible to see from one zone into another. This tutorial describes a simple example in which two rooms are con...")
  • 11:02, 15 July 2023New World Tutorial (hist | edit) ‎[18,594 bytes]Eric Lengyel (talk | contribs) (Created page with "This tutorial teaches you how to create a new world from scratch in the C4 Engine and add all of the essential pieces for a typical game level. To enlarge any of the screenshots below, click on the thumbnail icon below the image. == Step A: Open the World Editor == To open the World Editor with a new empty world, select '''New World''' from the C4 Menu or type Ctrl-N when any user interface window is open. If you're running the demo game, you may want to hit E...")
  • 10:57, 15 July 2023Fog Spaces (hist | edit) ‎[4,926 bytes]Eric Lengyel (talk | contribs) (Created page with "In the C4 Engine, a '''fog space''' is a node that causes fog to be rendered in a scene. It's actually a half-space because all space is divided in half by a single boundary plane, and fog is rendered on one side of the plane. == Creating a Fog Space == right A fog space is placed in a world using the Fog Space tool in the Atmosphere Page (shown to the right) in the World Editor under the Object tab. This tool draws a rectangular...")
  • 10:55, 15 July 2023Motion Blur (hist | edit) ‎[2,490 bytes]Eric Lengyel (talk | contribs) (Created page with "right|frame|'''Figure 1.''' Motion blur is visible due to the movement of the camera and the falling debris. The C4 Engine is capable of rendering full-scene motion blur as a post-processing effect. Motion blur in C4 is based on the concept of a velocity buffer, and it employs a sophisticated algorithm that uses information in both the velocity buffer and the structure buffer to apply the correct blur after the entire scene has been rendered. The...")
  • 10:54, 15 July 2023Cascaded Shadow Mapping (hist | edit) ‎[3,167 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ Cascaded shadow mapping is the method used by the C4 Engine to cast real-time dynamic shadows over very large areas for an infinite light source. This article describes the settings that control the sizes of the cascades and the transition areas between them, which affect the resolution of the shadows and the smoothness involved in changing from one cascade to another. == Shadow Settings == The infinite light generates up to four separate shadows maps during...")
  • 10:53, 15 July 2023Models and Instanced Worlds (hist | edit) ‎[5,423 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ There are two file formats in which scene data can be saved for use in the C4 Engine: # A world file having the <code>.wld</code> extension. # A model file having the <code>.mdl</code> extension. Both of these types of resources can contain just about any kind of scene data, and they can both be loaded into a larger world as instances of the data they contain. This article describes the differences between models and instanced worlds and discusses when one ty...")
  • 10:51, 15 July 2023The C4 Rendering Pipeline (hist | edit) ‎[5,804 bytes]Eric Lengyel (talk | contribs) (Created page with "right|frame|'''Figure 1.''' The major stages of the C4 Engine rendering pipeline. The C4 Engine executes a complex sequence of rendering operations during each frame of gameplay. This article gives a high-level overview of the various components of the C4 Engine rendering pipeline so that users of the engine, having some knowledge of its internal processes, can achieve more efficient results. The following sections describe the rendering stages exec...")
  • 10:49, 15 July 2023Defining a Custom Method (hist | edit) ‎[11,633 bytes]Eric Lengyel (talk | contribs) (Created page with "In the C4 Engine, a ''method'' refers to an individual action that can appear in a script. There are many types of methods built into the engine, and an application can define its own custom methods by implementing new subclasses of the [http://c4engine.com/docs/Controller/Method.html Method] class. == Defining a Method Subclass == In this article, we will use the example of a method called <code>ChangeLightColorMethod</code> that simply changes the color of a light so...")
  • 10:48, 15 July 2023Defining a Custom Controller (hist | edit) ‎[13,036 bytes]Eric Lengyel (talk | contribs) (Created page with "In the C4 Engine, a ''controller'' is attached to a node to give it some kind of dynamic behavior. A controller is represented by a subclass of the [http://c4engine.com/docs/Controller/Controller.html <code>Controller</code>] class and contains all of the information needed to move or change an object in some way. It is often the case that a controller is assigned to a node and configured in the World Editor under the Controller tab in the Node Info window. == Defining...")
  • 10:46, 15 July 2023Distribution Controller (hist | edit) ‎[2,057 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Distribution Controller''' is a special type of controller that forwards the messages it receives to other controllers. This can be useful for performing the same action on multiple nodes in the world using only a single script method. If the target of a script method has a Distribution Controller attached to it, then it's as if the same script method were applied to all of the nodes to which the distribution controller forwards its messages. As an exam...")
  • 10:46, 15 July 2023Animation Controller (hist | edit) ‎[1,728 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Animation Controller''' is a type of controller that can be used to play animations for a generic model. == Settings == The following settings are available for Animation Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{Setting|'''Initial animation name'''|The name of the animation resource that is initially applied to the model.}} |- {{Setting|'''Animation is initially playing'''|If checked, then the animation is initially playing whe...")
  • 10:45, 15 July 2023Physics Controller (hist | edit) ‎[1,426 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Physics Controller''' is a type of controller that represents the global physics simulation. The Physics Controller is built into the core engine, and automatically assigned to the Physics Node when it is placed in the scene. A single Physics Node should be placed in any world that uses the built-in physics simulation by using the tool in the Physics Page. == Settings == The following settings are available for Physics Controllers. {| {{Table}} {{...")
  • 10:45, 15 July 2023Rigid Body Controller (hist | edit) ‎[2,971 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Rigid Body Controller''' is a type of controller that represents a rigid body in a physics simulation. The Rigid Body Controller is built into the core engine, and it's used for all solid objects that move under the control of the built-in physics system. == Settings == The following settings are available for Rigid Body Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Rigid Body Flags'''|}} |- {{Setting|'''...")
  • 10:44, 15 July 2023Cloth Controller (hist | edit) ‎[5,491 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ The '''Cloth Controller''' is the type of controller assigned to a dynamic cloth geometry. The Cloth Controller is built into the core engine, and it is part of the Physics Manager. == Settings == The following settings are available for Cloth Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Deformable Body Flags'''|}} |- {{Setting|'''Ignore force fields'''|If checked, then force fields do not affect this...")
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