Search found 11 matches
- Sat Jan 08, 2005 9:51 pm
- Forum: Advanced Help
- Topic: making objects in front of camera transparent
- Replies: 4
- Views: 455
deprecated, thanks for your reply. The problem isn't finding the collision (I used getSceneNodeFromCameraBB for that, too), but to restrict the transparent/wireframe look to the bits that are actually in the way. As I said, I don't want the whole big .bsp map to go transparent, just because I need s...
- Sat Jan 08, 2005 1:49 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
- Fri Jan 07, 2005 11:12 pm
- Forum: Advanced Help
- Topic: making objects in front of camera transparent
- Replies: 4
- Views: 455
making objects in front of camera transparent
Hi, this is about 3rd person cameras, once again. I've read about 200 posts about that issue on this board, but didn't find something solving my problem, so please actually read this before flaming me ;) I've created several 3rd person cameras for my program, but all of them have some sort of a prob...
- Fri Jan 07, 2005 4:15 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
Guest: This is not based on the TerrainMesh, I'm using a Scene Node I wrote myself for the library I used to be using (plib). Will have to start porting that bit soon. gfxstyler: The FPS isn't too bad, actually. When there aren't any other entities on the screen, it's pretty smooth (don't have an FP...
- Fri Jan 07, 2005 12:27 pm
- Forum: Advanced Help
- Topic: Mouse collision
- Replies: 1
- Views: 291
Sorry, that was me. Not logged in ... I've solved the problem, at least partially: Changing colmgr->getRayFromScreenCoordinates(Cursor_Position,camera); to colmgr->getRayFromScreenCoordinates(Cursor_Position); does the job. I don't understand, why, though. How can my camera be different from the act...
- Tue Jan 04, 2005 5:51 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
Got a couple of screenshots up of the current (deprechated) version. The player (penguin will eventually be replaced :P) somewhere in the landscape. Yes I know, it's a little bit yellow and boring, but it's working. http://www.webmasterclub.de/x/snapshot3.png This time the player is swimming. That b...
- Sun Jan 02, 2005 10:35 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
Sorry guys, I was away rather suddenly for a couple of weeks, didn't manage to post a notice. This project isn't dead yet, as I'm back now, and I'll start working on it from tomorrow onwards. If any of you are still around who wanted to participate, let me know ASAP, and I'll keep you posted about t...
- Sat Nov 06, 2004 8:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Entity factories
- Replies: 4
- Views: 651
Thanks, that seems to be a reasonable approach. I'll probably have to have a slightly over-engineered class for default objects, though. Thinking about using an array of booleans to give possible options to an object. This would look like this: class StaticObject : public BaseObject bool eat ; void ...
- Sat Nov 06, 2004 1:23 am
- Forum: Open Discussion and Dev Announcements
- Topic: Entity factories
- Replies: 4
- Views: 651
Entity factories
Considering some of the basic design decisions for my overly ambitious game project, this is one of the things I can't really seem to make my mind up about: For the entity factory (i.e. the module where objects, creatures and players are stored and characterised), is it better to hard code them or t...
- Wed Nov 03, 2004 4:34 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
- Tue Nov 02, 2004 2:00 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8405
The overambitious, doomed project - (screenshots on page2)
Just a quick edit, added screenshots of the last version (techdemo basically) in a reply on page2 of this thread. Hi, I realise that most of you (the programmers out here) will probably reply to this with one of those "forget it, mmorpg's never work out" messages. So to clarify this, befor...