Search found 6 matches

by demonicpancake
Tue Feb 22, 2011 6:54 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

I`m afraid at the moment you cannot raycheck against your coll entities` triangles or bboxes the way Irrlicht does in the 07.Collision example. Of course at least for the ray-aabbox you can easily make it yourself. And how exactly would you do that? Sorry, I'm a noob. Not really sure what you mean,...
by demonicpancake
Sun Feb 20, 2011 9:16 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

What's the best way to check collision for a bullet? I want either bounding box checking or triangle checking and all I can figure out is how to check against my ellipsoid samplers with a ray.

And if I want to create a projectile that isn't hit scan, what's the best way to do that?
by demonicpancake
Wed Feb 09, 2011 2:45 am
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

First off, I'm not transforming the node after creation so that shouldn't be a problem. I already tried LOD 0 and (after waiting forever to load) it still doesn't work. The drawDebugData() didn't work either because I don't see a cyan mesh anywhere. And I know it's not a "ghost" because I ...
by demonicpancake
Tue Feb 08, 2011 8:48 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

Hmm, my terrain isn't working. I'm falling right through it. I'm creating my terrain as such: terrain = client->scenemgr->addTerrainSceneNode(s.c_str(),0,1,pos,rot,scale); And the collision stuff: CCollTerrainSelector* terrainSelector = collMgr->addTerrainSelector(terrain,2); terrainSelector->build(...
by demonicpancake
Wed Jan 26, 2011 8:59 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

In "CCollEntity::setSampler(ICollSampler* Sampler)" you can simply replace the "spawn(pos);" with a "teleport(pos);"- call. This will maintain its velocities/forces/impulses/gravity etc. :wink: Just keep in mind that switching samplers can lead to issues, unless the en...
by demonicpancake
Tue Jan 25, 2011 9:04 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37446

First off, thanks for this library.

One issue I ran into is if you change samplers it doesn't maintain speed due to gravity. Any way to get around that?