Search found 5 matches

by shadowrider
Thu Feb 16, 2006 2:00 am
Forum: Beginners Help
Topic: particle node following object
Replies: 3
Views: 790

yea that's what i tried before but the particle behaviour was totally out of range/deformed.

this code does it
IParticleSystemSceneNode* ps;
IParticleEmitter* em;
IParticleAffector* paf,*pgaf;
ISceneNodeAnimator* pkill= smgr->createDeleteAnimator(100);
//int particleCount = 20;
vector3df ...
by shadowrider
Thu Feb 16, 2006 12:31 am
Forum: Beginners Help
Topic: particle node following object
Replies: 3
Views: 790

particle node following object

is there anyway i can have a particle system node following player node while reserving its orientation? like the water splashing underneath a boat when going forward/turning..

thanks a lot
by shadowrider
Mon Feb 13, 2006 2:03 am
Forum: Advanced Help
Topic: 3rd person camera
Replies: 4
Views: 733

xterminhate, this might be a solution. how would i implement it in my code?
i just need to identify what's the current model orientation

thanks
by shadowrider
Sun Feb 12, 2006 3:36 am
Forum: Advanced Help
Topic: 3rd person camera
Replies: 4
Views: 733

3rd person camera

hi,
i created a class for camera that will attach the camera node to player node.
and i just set the parent of camera is the player, but it seems to be always in front of the player. does anyone know how to position it behind the player?

class attachCamera
{
ICameraSceneNode* cam;
vector3df ...
by shadowrider
Thu Feb 02, 2006 10:07 pm
Forum: Advanced Help
Topic: animation walking
Replies: 11
Views: 1331

putting this problem aside for a min, how do i update the position of the character when the key is held down?
right now, it gets the current position when key is "pressed", update position, and it'll not be updated until the next event.
how to make it so that it'll update the position while in this ...