Search found 17 matches
- Wed Jul 02, 2008 2:44 am
- Forum: Beginners Help
- Topic: octree and shadows
- Replies: 5
- Views: 513
- Sat Jun 28, 2008 8:34 am
- Forum: Beginners Help
- Topic: octree and shadows
- Replies: 5
- Views: 513
If lights move map's shadows moves too. Since HL² and Doom 3 there is dynamic shadows on BSP. for collision in game industry they using 2 mesh collision mesh and the one that rendered. since level mesh usually very complex with large amount of vertex. it's better to make second mesh with less vertic...
- Fri Jun 27, 2008 3:20 pm
- Forum: Beginners Help
- Topic: octree and shadows
- Replies: 5
- Views: 513
this is the code void amhEventReceiver::generateCollision(ISceneNode* n, IMetaTriangleSelector* meta ) { if (n->getType() == ESNT_OCT_TREE){ IAttributes* attribs = device->getFileSystem()->createEmptyAttributes(); if (attribs) {// get the mesh name out n->serializeAttributes(attribs); stringc name =...
- Fri Jun 27, 2008 2:14 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: PhysX (v2.7.3) & Irrlicht (v1.4)
- Replies: 32
- Views: 23464
Physix is now the property of NVidia
- Fri Jun 27, 2008 7:54 am
- Forum: Beginners Help
- Topic: octree and shadows
- Replies: 5
- Views: 513
octree and shadows
Hi, Int the specialFX tutorial there is this : IAnimatedMeshSceneNode* anode = 0; anode->addShadowVolumeSceneNode(); smgr->setShadowColor(video::SColor(220,0,0,0)); but I'm using Octtree with this tutorial by ChristianClavet. The collision function use ISceneNode instead of IAnimatedMeshSceneNode. S...
- Thu Jun 26, 2008 8:27 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Free Flight (space flight) functions
- Replies: 64
- Views: 77705
- Wed Jun 25, 2008 12:43 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Free Flight (space flight) functions
- Replies: 64
- Views: 77705
- Mon Jun 23, 2008 10:21 pm
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
- Mon Jun 23, 2008 8:23 am
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
well, I restart from the begining. First I try to move the camera. Everything is OK except when I release the space barr. It's used to move the camera up but when I release it the camera is replaced at origin. I add the camera with addCameraSceneNode then I check the keys and I move it with this : v...
- Fri Jun 20, 2008 8:00 am
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
- Wed Jun 11, 2008 8:01 am
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
- Tue Jun 10, 2008 8:28 pm
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
- Mon Jun 09, 2008 7:58 am
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
can you post the code that attaches the camera to its parent node? do you mean : device->getSceneManager()->addCameraSceneNode(Game->player); Is the camera being attached to a skinned mesh? (things are a bit different if it is) -wyrmmage thsi is my class (basic at this time): #ifndef _AMHPLAYER_ #d...
- Sun Jun 08, 2008 6:49 pm
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
- Sun Jun 08, 2008 2:21 pm
- Forum: Beginners Help
- Topic: attached camera don't move
- Replies: 12
- Views: 741
attached camera don't move
Hi, I create a camera attached to it's parent, a scenenode. When I move the scene node the camera don't follow : device->getSceneManager()->addCameraSceneNode(Game->player); and core::vector3df v = Game->player->getPosition(); if(keys[KEY_KEY_Z]){v.X += 1.0f;} if(keys[KEY_KEY_S]){v.X -= 1.0f;} if(ke...