Search found 71 matches

by kendric
Tue Aug 07, 2007 4:41 pm
Forum: Beginners Help
Topic: Camera move back
Replies: 3
Views: 300

Also for the first method, you would set the target, not the rotation of the camera to make it look behind you.
So something like
vector3df delta=camera->getTarget()-camera->getPosition();
delta.inverse() (forget the function name but negate or inverse)
camera->setTarget(delta);
by kendric
Tue Aug 07, 2007 2:43 pm
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38113

Thanks for the answer Luke. I have 2 comments that maybe you can shed some light on. As far as the bounding boxes go: I use the bounding box check in the same way the irrlicht engine(atleast the 1.3.1) does, in picking. So does that code need to be changed as well? If you look at: getSceneNodeFromSc...
by kendric
Mon Aug 06, 2007 5:57 pm
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38113

Oh I have a question in addition for Luke, or whoever. I read through this entire thread and I didn't see anyone talking about this so hopefully I am not asking a duplicate question. The current ray tracing functions. It would be awsome if there was a way to get the join that a line intersects with....
by kendric
Mon Aug 06, 2007 2:49 pm
Forum: Open Discussion and Dev Announcements
Topic: New Animation System for Irrlicht
Replies: 220
Views: 38113

Posting to report an issue I found that is present in the old animation system, and is present in a different form in the new animation system. I discussed this with hybrid and he suggested I post it, along with anything else different in my game between animation engine versions. Old engine: I have...
by kendric
Fri Aug 03, 2007 9:56 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

So i got it to work, its different, but sadly worse :)

Now the bounding box is always the standing up version even when they fall down :)

I noticed some other issues the new build caused, but on the whole my game still works.
by kendric
Fri Aug 03, 2007 9:01 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

Ok i got this to compile. I had to remove iostream include from skinned mesh to get it to work but it worked. I have a meeting so ill check back soon and let you know if it changed anything. I am also excited to learn how to use bones in the collision detection so i can headshot zombies ;) Is this w...
by kendric
Fri Aug 03, 2007 4:05 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

Ok here is the logic I came up with to prescreen things to avoid doing this expensive bit. Hopefully this logic is not more expensive then the thing im trying to avoid heh. I may have made an error here in my reasoning so if anyone sees one please point it out: given a bullet traveling along a line ...
by kendric
Fri Aug 03, 2007 3:09 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

I'm a little confused on this still: if (currentSceneNode->getAbsoluteTransformation().getInverse(mat)) Is the need for the matrix to rotate your firing line so that its valid with an Axis aligned bounding box? I'm gonna see if there is some way i can skip this step unless collision is likely to red...
by kendric
Fri Aug 03, 2007 2:55 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

There seems to be something wrong with this branch. Its missing some files, for example the CMS3DMeshFileLoader and can't compile. Removing them from the project gets me further but then I run into linker errors. Am I missing something? Do i merge this with something else to get it to compile? I am ...
by kendric
Thu Aug 02, 2007 11:50 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

I've got the subversion stuff on my work machine now so in the morning i will build it under that and see how it goes.
by kendric
Thu Aug 02, 2007 8:33 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

Do i want to use branches\SkinnedMesh? or trunk. Also if you have time to answer another question while I have your attention :) I am trying to optimize my bullet code. I use something i saw in the engine code and here is the line of note: if (currentSceneNode->getAbsoluteTransformation().getInverse...
by kendric
Thu Aug 02, 2007 7:53 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

I can most likely figure out how to do that. Yes i am on the latest code. Ill try going back a version if the new branch doesn't help.
by kendric
Thu Aug 02, 2007 3:49 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

Wow i didnt know about that. THats nice. Ok so confirmed. The bounding boxes seem to come from some shared mesh. If i kill some zombies the other zombies box's flicker between lieing down and standing up. So some zombies that are actually standing up have lieing down bounding boxes and some zombies ...
by kendric
Thu Aug 02, 2007 3:39 pm
Forum: Beginners Help
Topic: Turning fog off
Replies: 1
Views: 377

Turning fog off

I couldn't find any function to reset the fog back to its initial state(ie off or very far away). Is there a better way to do this then just setting the fog to have a huge distance?
by kendric
Wed Aug 01, 2007 3:56 pm
Forum: Advanced Help
Topic: Zombies sharing triangle selector???
Replies: 18
Views: 1240

No i am using ms3d format.