[quote="thx4this4ndthat":23qc285q][quote:23qc285q] (I'll spare you pasting the link 3 times ).[/quote:23qc285q]
[quote:23qc285q]the link conatins a .cap[/quote:23qc285q]
I admire how u can run from simple questions. I admire how u avoid the heart of the issue.
Anyway. Goodmorning. And let me ask u again.
Does a "for each object loop" combined with an "is object on layer" work as pointed out in de .cap
behind the link that i pasted 3 times ?
Whats rain worth ? Why do u waste time on variable emboss directions to fake lights ?
Whats the value of a good pixelshader?
IF the events do not return the right objects to the actions ? With as (u make it look like an
unimportand side effect) problem that the objects can not be controlled in the events manager.
You made a Rolls Drophead Coupe, but forgot the wheels.[/quote:23qc285q]
Some people are getting offtopic, so I'll try to return to what you're saying.
Correct me if I am wrong, but I think what you're trying to say is it is difficult to select objects in events to then use actions on? For each object is powerful, in that you can pair it with other conditions; 'Object is on layer' is a good example of this, but also comparing private variables and positions, it is very simple to select a single or a group of any object. It's not an unimportant side effect, and it's not really an issue with correct planning. However, the SDK is very powerful, and allows direct access to the selected object list. If there's a particular problem you're facing, it can either be added through an object, or to the runtime.
Just on a side note about the rain demo: it is a technical demo, and highly impressive
pixel shaders and bumpmapping are professional techniques used in many games, and to be able to use them so easily is surely a big advantage for creators.