Update Examples
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RaycastRay/README.md
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RaycastRay/README.md
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Ray casting from a logic tree.
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- Press Left or Right arrow keys to cast a ray; results print to the debug console.
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ScreenToWorld_WorldToScreen/README.md
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ScreenToWorld_WorldToScreen/README.md
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Screen-to-world coordinate conversion.
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- Click the left mouse button to project the mouse position into world space; results show as canvas text.
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@ -15,7 +15,7 @@ class MoveBoneFK extends iron.Trait {
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// Fetch armature animation
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// Fetch armature animation
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var anim = cast(object.children[0].animation, BoneAnimation);
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var anim = cast(object.children[0].animation, BoneAnimation);
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// Fetch bone
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// Fetch bone
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var bone = anim.getBone("mixamorig:RightLnx");
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var bone = anim.getBone("mixamorig:RightArm");
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// Manipulating bone in local space
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// Manipulating bone in local space
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//var m = anim.getBoneMat(bone);
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//var m = anim.getBoneMat(bone);
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@ -27,7 +27,7 @@ class MoveBoneFK extends iron.Trait {
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// Manipulating bone in world space
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// Manipulating bone in world space
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anim.notifyOnUpdate(function() {
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anim.notifyOnUpdate(function() {
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// Get bone mat in world space
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// Get bone mat in world space
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var m = anim.getAbsWorldMat(bone);
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var m = anim.getAbsWorldMat(anim.skeletonMats, bone);
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// Decompose transform
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// Decompose transform
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var loc = new Vec4();
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var loc = new Vec4();
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var scl = new Vec4();
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var scl = new Vec4();
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@ -39,7 +39,7 @@ class MoveBoneFK extends iron.Trait {
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// Compose world matrix
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// Compose world matrix
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m.compose(loc, rot, scl);
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m.compose(loc, rot, scl);
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// Set bone matrix from world matrix
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// Set bone matrix from world matrix
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anim.setBoneMatFromWorldMat(m, bone);
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anim.setBoneMatFromWorldMat(anim.skeletonMats, m, bone);
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});
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});
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});
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});
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}
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}
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@ -21,7 +21,7 @@ class MoveBoneIK extends iron.Trait {
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anim.notifyOnUpdate(function() {
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anim.notifyOnUpdate(function() {
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goal.set(tr.worldx(), tr.worldy(), tr.worldz());
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goal.set(tr.worldx(), tr.worldy(), tr.worldz());
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// Align skeleton to touch the goal
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// Align skeleton to touch the goal
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anim.solveIK(bone, goal);
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anim.solveIK(anim.skeletonMats, bone, goal);
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});
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});
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});
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});
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}
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}
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animation_timeline/README.md
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animation_timeline/README.md
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Skeletal animation driven by the scene timeline.
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- The mixamo armature animation starts automatically on load.
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- Watch the character play its animation.
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animation_uv/README.md
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animation_uv/README.md
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UV animation of material texture coordinates on the cube, sphere and plane.
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- Runs automatically; watch the textures scroll.
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// Call Plugin class exposed from Haxe
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// Call Plugin class exposed from Haxe
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var plugin = new arm.Plugin();
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var plugin = new lnx.Plugin();
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plugin.hello();
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plugin.hello();
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var scene = plugin.scene();
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var scene = plugin.scene();
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dev_logicnode/README.md
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dev_logicnode/README.md
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Development test scene for logic nodes on a single cube.
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- Runs automatically; check the debug console for node output.
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ease/ease.blend
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ease/ease.blend
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game_endlessrun/Bundled/canvas/_themes.json
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game_endlessrun/Bundled/canvas/_themes.json
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game_endlessrun/README.md
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game_endlessrun/README.md
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Endless runner.
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- The character runs forward automatically, tiles spawn endlessly.
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- Use the Left/Right arrow keys (or A and D) to move between lanes.
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- Collect the gems.
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{
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{
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"rp_bloom": true,
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"rp_bloom": true,
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"rp_chromatic_aberration": true,
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"rp_dynres": false,
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"rp_dynres": false,
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"rp_fsr1": false,
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"rp_fsr1_sharpness": 0.25,
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"rp_gi": false,
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"rp_gi": false,
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"rp_motionblur": true,
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"rp_motionblur": true,
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"rp_shadowmap_cascade": 1024,
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"rp_shadowmap_cascade": 1024,
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"rp_shadowmap_cube": 512,
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"rp_shadowmap_cube": 512,
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"rp_ssgi": true,
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"rp_ss_refraction": true,
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"rp_ssao": true,
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"rp_ssgi": false,
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"rp_ssr": true,
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"rp_ssr": true,
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"rp_supersample": 1.0,
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"rp_supersample": 1.0,
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"window_h": 540,
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"window_h": 540,
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input_multitouch/README.md
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input_multitouch/README.md
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Multi-touch input test using a Haxe trait.
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- Touch or click and drag on the canvas to move the cube.
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- On a touch device, additional touch points are tracked separately.
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input_sensor/README.md
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input_sensor/README.md
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Device sensor input test using a Haxe trait.
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- View on a device with sensors (accelerometer).
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- Sensor readings drive the cube; check the console for values.
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light_area/README.md
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light_area/README.md
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Area light lighting a grid of cubes.
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- The light animates over the surface.
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- WASD keys and mouse to navigate.
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light_ies/README.md
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light_ies/README.md
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IES light profiles projected on spheres and a wall.
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- WASD keys and mouse to navigate.
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light_probes/README.md
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light_probes/README.md
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Reflection probe rendering - reflective spheres sample a cubemap probe.
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- WASD keys and mouse to navigate.
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light_probes_cubemap/README.md
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light_probes_cubemap/README.md
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Reflection cubemap probe sampling on spheres.
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- WASD keys and mouse to navigate.
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light_probes_cubemap/_orb.blend
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light_probes_cubemap/_orb.blend
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light_probes_plane/README.md
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light_probes_plane/README.md
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Reflection plane probes under animated characters.
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- WASD keys and mouse to navigate.
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load_screen/README.md
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load_screen/README.md
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Custom loading screen displayed while the scene loads.
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- Watch the load screen, then the cube appears.
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lod/lod.blend
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lod/lod.blend
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logic_Hello_World/README.md
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logic_Hello_World/README.md
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Minimal logic tree that prints Hello World.
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- Check the console output on start.
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logic_break/README.md
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logic_break/README.md
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Breakable physics joints on cylinders stacked between boxes.
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- Watch the structure break and collapse on its own.
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logic_callgroup/Bundled/canvas/_themes.json
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logic_callgroup/Bundled/canvas/_themes.json
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logic_camera_pan/README.md
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logic_camera_pan/README.md
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Camera panning with the mouse.
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- Hold the left mouse button and drag to pan the camera.
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logic_camera_zoom/README.md
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logic_camera_zoom/README.md
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Camera zoom.
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- Scroll the mouse wheel to zoom the camera in and out.
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logic_canvas/README.md
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logic_canvas/README.md
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Canvas UI driven by a logic tree.
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- Press Space to cycle through the UI element actions.
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A Haxe trait sends an event; a logic tree receives it and moves the cube.
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- Runs automatically on start.
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logic_event_global/README.md
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logic_event_global/README.md
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Global event sent from one object's logic tree to another.
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- Press the Left arrow key to send the event; the second cube responds.
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logic_gamepad/README.md
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logic_gamepad/README.md
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Gamepad input demo.
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- Connect a gamepad and move a stick to rotate Suzanne.
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- A virtual gamepad overlay is shown when no gamepad is connected.
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logic_gate/README.md
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logic_gate/README.md
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Trigger-volume gate using a first-person controller.
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- WASD keys to walk, mouse to look.
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- Walk into the trigger zone to open and close the animated gate.
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logic_get_contacts/README.md
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logic_get_contacts/README.md
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Rigid-body contact detection between the red and blue cubes.
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- Watch the cube fall; contact info is printed to the debug console.
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logic_keyboard/README.md
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logic_keyboard/README.md
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Keyboard node test.
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- Press Space repeatedly; each press triggers the connected node actions on the cube and prints to the debug console.
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logic_linked_variable/README.md
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logic_linked_variable/README.md
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A variable linked between node trees.
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- Runs automatically; check the debug console.
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logic_loadurl/README.md
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logic_loadurl/README.md
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Loads a URL from a logic tree.
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- Press A, B or C to load a different page in the browser.
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logic_mouselock/README.md
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logic_mouselock/README.md
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Mouse lock and hide.
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- Press CapsLock to lock and hide the cursor; Escape releases it.
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logic_pong/README.md
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logic_pong/README.md
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A pong game built entirely from logic trees and physics.
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- Use the Left and Back keys to move your bat.
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- Out-score the AI bat; the score text updates on screen.
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Check console
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Searches the scene tree for objects by name.
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- Check the debug console for the found objects.
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logic_script/README.md
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logic_script/README.md
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Inline HScript node computing sin() of its inputs each frame.
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- Check the debug console for the traced values.
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logic_transform/README.md
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logic_transform/README.md
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Applies a transform to the cube every frame from a logic tree.
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- Watch the cube move; check the debug console.
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else if( Context.defined('kha_html5') ) 'html5';
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else if( Context.defined('kha_html5') ) 'html5';
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else Context.fatalError('Only krom and html5 are supported targets for this project', pos );
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else Context.fatalError('Only krom and html5 are supported targets for this project', pos );
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var dir = Sys.getCwd() + target;
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var dir = Sys.getCwd() + target;
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if( !FileSystem.exists('$dir/Scene.lnx') ) dir = '$dir/data';
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var files = FileSystem.readDirectory(dir);
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var files = FileSystem.readDirectory(dir);
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var sceneData : TSceneFormat = null;
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var sceneData : TSceneFormat = null;
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var meshes = new Array<String>();
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var meshes = new Array<String>();
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