So you're saying there is no "proper" fps camera (like ones in actual games)? I'm asking because I don't want to reinvent the wheel unless I have to.
What kind of method should I use to check whether the 'player' is on the ground?
Search found 16 matches
- Thu Jan 21, 2010 12:50 pm
- Forum: Advanced Help
- Topic: Cameras, first person or third person
- Replies: 4
- Views: 1036
- Wed Jan 20, 2010 9:44 pm
- Forum: Advanced Help
- Topic: Cameras, first person or third person
- Replies: 4
- Views: 1036
Cameras, first person or third person
Hello, I've been scanning the forums for the last few hours but I can't seem to find an answer for my problem. Apparently, the FPS camera built into irrlicht is not good. Yes, I understand it is for demonstration purposes. There is bunnyhopping and you can jump while in the air which makes you fly i...
- Thu May 21, 2009 12:18 pm
- Forum: Beginners Help
- Topic: Check what's in front of the object (solved)
- Replies: 2
- Views: 359
- Wed May 20, 2009 11:40 am
- Forum: Beginners Help
- Topic: Check what's in front of the object (solved)
- Replies: 2
- Views: 359
Check what's in front of the object (solved)
Hi everyone, I have a problem. I want to check, via getSceneNodeFromRayBB, what is in front of a given scene node. I know the position and rotation of the node (obviously), but for the life of me I cannot calculate what parameters should I pass as the line ending point and beginning points. The line...
- Tue May 19, 2009 10:46 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Latest tut on Quake 3 maps
- Replies: 49
- Views: 87668
EDIT: I realized my problem, it was the setPosition :D Hi everyone, I have a problem. When I load the default q3 map that comes with irrlicht i have no problems. However, when I load the nemesis map, there are no collisions with the map. The console says: Irrlicht Engine version 1.5 Microsoft Window...
- Wed Apr 29, 2009 1:56 pm
- Forum: Beginners Help
- Topic: SceneNode's position not updating
- Replies: 2
- Views: 344
SceneNode's position not updating
Hi everyone, I have a problem. I'm trying to navigate an AnimatedMeshSceneNode through some predefined waypoints. It goes through some, then gets stuck at one. I checked through debugging, and adana=agent_node->getPosition(); // ...some operations on adana... agent_node->setPosition((core::vector3df...
- Sun Apr 12, 2009 8:36 am
- Forum: Beginners Help
- Topic: sceneNode->getName, how can I get rid of the const
- Replies: 6
- Views: 516
- Sat Apr 11, 2009 3:33 pm
- Forum: Beginners Help
- Topic: sceneNode->getName, how can I get rid of the const
- Replies: 6
- Views: 516
- Sat Apr 11, 2009 3:09 pm
- Forum: Beginners Help
- Topic: sceneNode->getName, how can I get rid of the const
- Replies: 6
- Views: 516
sceneNode->getName, how can I get rid of the const
Hello everyone, I'm trying to get the name of a sceneNode and store it into a variable of type c8* for later usage. But I can't seem to do it. What I do is: c8* name; strcpy(name,const_cast<irr::c8*> (selectedSceneNode->getName())); I tried separating it into steps, but the error happens at the cons...
- Tue Mar 24, 2009 4:41 pm
- Forum: Beginners Help
- Topic: Loading and unloading an irr file and destroying some nodes
- Replies: 9
- Views: 750
EDIT: I also tried clearing the meshCache before deleting the agents, but I still get the crash described below... I have changed the code a bit, so it doesn't give any more errors when removing agents, I call this within my loadLevel method: void loadLevel(const c8* fn){ core::stringc filename(fn);...
- Mon Mar 23, 2009 1:52 pm
- Forum: Beginners Help
- Topic: Loading and unloading an irr file and destroying some nodes
- Replies: 9
- Views: 750
It just generates an exception when I try to do that... Well let me share the relevant parts of my code if you want: This is the agent class, and I want to call the destroy method in my loadLevel method, which I will post after the Agent class Agent{ public: scene::IAnimatedMeshSceneNode *agent_node...
- Mon Mar 23, 2009 10:18 am
- Forum: Beginners Help
- Topic: Loading and unloading an irr file and destroying some nodes
- Replies: 9
- Views: 750
Alright, now I have a new problem. I have a few IAnimatedMeshSceneNodes, and I want to destroy them when loading a new irr file. But I can't figure out how. If I just call their deconstructor, it gives an error. Is it due to the collision animators they contain? Just dropping doesn't seem to work wh...
- Sun Mar 22, 2009 8:07 am
- Forum: Beginners Help
- Topic: Unproject?
- Replies: 1
- Views: 421
Unproject?
Is there a way to get the x,y,z coordinates of a place the mouse has clicked on a plane? I think a triangle selector would not work because the plane consists of 2 huge triangles. So what would be the way to solve this dilemma?
Thanks in advance.
Thanks in advance.
- Mon Mar 16, 2009 3:37 pm
- Forum: Beginners Help
- Topic: Loading and unloading an irr file and destroying some nodes
- Replies: 9
- Views: 750
- Mon Mar 16, 2009 2:17 pm
- Forum: Beginners Help
- Topic: Loading and unloading an irr file and destroying some nodes
- Replies: 9
- Views: 750
The mesh isn't in the irr file, it is loaded independently from a 3ds file. So smgr->clear removes the mesh too, which I do not want. The program looks like this: load animated scene node (the 3ds mesh) load scene (the irr file) Now after that step I need to somehow unload the irr file, but I can't ...