I tried using updateAbsolutePosition() but it made no difference.
I took a look at your IrrExtensions thing, but it appears to be Windows only (?), which is no good.
Search found 20 matches
- Thu Nov 08, 2007 10:35 am
- Forum: Beginners Help
- Topic: Hold shift to make the FPS camera go faster
- Replies: 28
- Views: 1277
- Wed Nov 07, 2007 6:37 pm
- Forum: Beginners Help
- Topic: Hold shift to make the FPS camera go faster
- Replies: 28
- Views: 1277
- Wed Nov 07, 2007 5:56 pm
- Forum: Beginners Help
- Topic: Hold shift to make the FPS camera go faster
- Replies: 28
- Views: 1277
- Wed Nov 07, 2007 4:25 pm
- Forum: Beginners Help
- Topic: Hold shift to make the FPS camera go faster
- Replies: 28
- Views: 1277
- Wed Nov 07, 2007 4:03 pm
- Forum: Advanced Help
- Topic: Transparency?
- Replies: 1
- Views: 689
Transparency?
Hi folks,
How would I go about making a scene node transparent when the camera goes near it. I.e., it fades away to tranparent as I get near to it, and is completely transparent as I am about to intersect it.
Cheers.
How would I go about making a scene node transparent when the camera goes near it. I.e., it fades away to tranparent as I get near to it, and is completely transparent as I am about to intersect it.
Cheers.
- Wed Nov 07, 2007 3:59 pm
- Forum: Beginners Help
- Topic: Hold shift to make the FPS camera go faster
- Replies: 28
- Views: 1277
Hold shift to make the FPS camera go faster
Hi,
My question is quite simple: How do I make it so when I hold down shift, the movement speed of an FPS camera is increased?
Cheers.
My question is quite simple: How do I make it so when I hold down shift, the movement speed of an FPS camera is increased?
Cheers.
- Mon Jul 16, 2007 10:53 am
- Forum: Beginners Help
- Topic: Quaternion -> Euler causing erratic behaviour
- Replies: 2
- Views: 472
I have found this on Wikipedia : One must be aware of singularities in the Euler angle parametrization when the pitch approaches ±90° (north/south pole). These cases must be handled specially. This is presumably the problem I am experiencing because the pitch is -90°. Thing is, I don't know how I am...
- Mon Jul 16, 2007 7:02 am
- Forum: Beginners Help
- Topic: Quaternion -> Euler causing erratic behaviour
- Replies: 2
- Views: 472
Quaternion -> Euler causing erratic behaviour
I am trying to use ODE for my physics engine and it is working ok, but there is a problem that keeps cropping up when I try to convert from the ODE quaternion to the Irrlicht Euler rotation. I have tried with several formulas, including the built-in one in Irrlicht, but it happens with all of them. ...
- Fri Mar 02, 2007 9:07 am
- Forum: Beginners Help
- Topic: Joints?
- Replies: 5
- Views: 668
- Thu Mar 01, 2007 4:35 pm
- Forum: Beginners Help
- Topic: Joints?
- Replies: 5
- Views: 668
Joints?
How would I go about giving a body joints? Ie. instead of having a bunch of different meshes for arms and legs and so on, have joints in parts of the body mesh so the mesh would change shape when told to do so by the physics engine. I am basically looking to use ragdoll physics when the player dies....
- Mon Feb 12, 2007 10:52 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 131949
g++ -o materialsandshapes materials\ and\ shapes.cpp -I/usr/local/include/irrnewt/ -lirrnewt -lIrrlicht -lGLU -lXxf86vm Yes my friends, that is the sound of IrrNewt working on Linux. :) At least, partially anyway, so far the only example I have got to work is the materials and shapes one, which expl...
- Mon Feb 12, 2007 11:15 am
- Forum: Beginners Help
- Topic: Footstep sounds
- Replies: 6
- Views: 396
- Sun Feb 11, 2007 9:13 pm
- Forum: Beginners Help
- Topic: Footstep sounds
- Replies: 6
- Views: 396
- Sun Feb 11, 2007 6:05 pm
- Forum: Beginners Help
- Topic: Footstep sounds
- Replies: 6
- Views: 396
Hi, thanks for the help :) I am getting some weird values though, I have set it to output the distanceFallenSQ each time, and this is the output I get when walking up some steps: 11.1679 12.852 199.834 1.44009 2.25 42.7676 345.921 1.44 2.25 36.9274 10.8178 186.73 1.44002 2.25001 8.99443 12.6621 185....
- Sun Feb 11, 2007 1:03 pm
- Forum: Beginners Help
- Topic: Footstep sounds
- Replies: 6
- Views: 396
Footstep sounds
Hi, I have loaded up some footstep sounds into FMOD, but how would I go about knowing when to play them? Ie. Repeatedly play a footstep sound when moving and touching the floor, if you fall from a certain height or greater play the landing sound. Not really sure how I would go about doing that... Ch...