Search found 28 matches
- Mon Jan 14, 2013 7:11 am
- Forum: Advanced Help
- Topic: scene node shakes when attached to fps camera
- Replies: 9
- Views: 1742
Re: scene node shakes when attached to fps camera
yep the problem still persists even with the position set to (0,0,0) and still no shaking from moving forwards or backwards...
- Sun Jan 13, 2013 1:18 am
- Forum: Advanced Help
- Topic: scene node shakes when attached to fps camera
- Replies: 9
- Views: 1742
Re: scene node shakes when attached to fps camera
@chronologicaldot Yes I tried that code snippet, but it did not work.
- Sat Jan 12, 2013 8:33 pm
- Forum: Advanced Help
- Topic: scene node shakes when attached to fps camera
- Replies: 9
- Views: 1742
Re: scene node shakes when attached to fps camera
Okay that didn't work exactly, but I did some experimenting and found that if I do... while(device->run()) { if (device->isWindowActive()) { driver->beginScene(true, true, video::SColor(255,200,200,200)); //first call to drawAll() smgr->d...
- Sat Jan 12, 2013 6:32 pm
- Forum: Advanced Help
- Topic: scene node shakes when attached to fps camera
- Replies: 9
- Views: 1742
Re: scene node shakes when attached to fps camera
Alright I'll give that a try and give some feed back on how it goes. ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- Sat Jan 12, 2013 4:22 am
- Forum: Advanced Help
- Topic: scene node shakes when attached to fps camera
- Replies: 9
- Views: 1742
scene node shakes when attached to fps camera
The title basically sums up the problem. If I move left or right the scene node attached to the fps camera jerks and shakes really bad at first and after a few seconds lessens, but is still visibly shaking. If I move forward or backwards or rotate the camera all is fine. It's just the strafing movem...
- Sat Jun 11, 2011 4:26 am
- Forum: Beginners Help
- Topic: some debugging help...
- Replies: 2
- Views: 242
So how should I go about this?
Should I have the iterator point to the beginning of the list after it add an element to the list?
Or will that just cause EntityIterator to point to the beginning of a changed list causing it to still be invalid?
Should I have the iterator point to the beginning of the list after it add an element to the list?
Code: Select all
List.pushback(...);
EntityIterator = List.begin();
- Fri Jun 10, 2011 7:11 pm
- Forum: Beginners Help
- Topic: some debugging help...
- Replies: 2
- Views: 242
some debugging help...
I'm having some trouble with the runtime error "vector iterator not incrementable" I've ran through the call stack and I think I have it narrowed down, I just can't figure out why I'm getting this error. Here are the functions that get called prior to the crash /////////////Entity.cpp/////...
- Mon Jun 06, 2011 7:54 am
- Forum: Game Programming
- Topic: killfeed update implementation
- Replies: 3
- Views: 1336
killfeed update implementation
I was wondering how to update a killfeed, and by a "killfeed" i mean the little text in a corner of your HUD in a fps type game that tell the player who killed who and with which weapon, or if a player fell off the map, or lost network connection, etc. I have two different ways of doing th...
- Fri Dec 25, 2009 12:28 am
- Forum: Game Programming
- Topic: What really happens when node is rotated??
- Replies: 2
- Views: 1972
- Thu Dec 24, 2009 3:55 am
- Forum: Game Programming
- Topic: What really happens when node is rotated??
- Replies: 2
- Views: 1972
What really happens when node is rotated??
My question is when you tell a scene node to rotate on an axis(y for example) what really happens is that Irrlicht is taking the mesh's vertices and rotating them around the axis to simulate the effect of a rotation on its axis based on a quaternion. is this correct?? I'm just asking to better under...
- Tue May 19, 2009 1:40 am
- Forum: Game Programming
- Topic: my game design flaw
- Replies: 9
- Views: 2310
Does indeed look like there are two dwarves Are you adding the scene node twice? Creating two entities? We can't really help much without seeing more code. you're the boss :) b.t.w it only responses once with any key moving forward (seems to be the way i created the KeyboardEvent) game_entity.h #in...
- Mon May 18, 2009 9:44 pm
- Forum: Game Programming
- Topic: my game design flaw
- Replies: 9
- Views: 2310
- Mon May 18, 2009 9:05 pm
- Forum: Game Programming
- Topic: my game design flaw
- Replies: 9
- Views: 2310
- Mon May 18, 2009 6:45 pm
- Forum: Game Programming
- Topic: my game design flaw
- Replies: 9
- Views: 2310
I'm not sure I understand exactly what you are doing to get an access violation. Are you saying you try to access entity_node from your event receiver before you have called init_entity()? In which case the obvious solution is to call init_entity before any events are handled... it seems that way.....
- Mon May 18, 2009 3:05 pm
- Forum: Game Programming
- Topic: my game design flaw
- Replies: 9
- Views: 2310
my game design flaw
I have a node called entity_node from my class game_entity that is locally initialized in the function init_entity. void game_entity::init_entity(game_manager* entity_game_manager, vector3df entity_position) { e_health = 100; entity_selector = 0; entity_mesh = entity_game_manager->getSceneMgr()->get...