Search found 23 matches
- Fri May 05, 2006 6:42 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Howto: Flying 3rd Person camera
- Replies: 21
- Views: 15359
- Thu Sep 02, 2004 7:41 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Howto: Flying 3rd Person camera
- Replies: 21
- Views: 15359
- Sat Aug 21, 2004 1:46 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Howto: Flying 3rd Person camera
- Replies: 21
- Views: 15359
- Sat Aug 21, 2004 12:41 pm
- Forum: Advanced Help
- Topic: One time collision detection
- Replies: 4
- Views: 720
You shall firstly test if the AABBs of the Objects itnersects each other. Then you can go into more detail and check if there is a intersection on triangle-level. That would be much faster then as your code now ;) Further you can implement a Hierarchical AABB tree and you could sort your Object-AABB...
- Sat Aug 21, 2004 12:37 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Howto: Flying 3rd Person camera
- Replies: 21
- Views: 15359
- Wed Aug 18, 2004 12:11 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Howto: Flying 3rd Person camera
- Replies: 21
- Views: 15359
Howto: Flying 3rd Person camera
Hi, for my recent project i build a flying 3rd Person camera. It supports interpolation between positions, so this will be a very smooth cam :) It bases on some code i found in the forum, but that was very buggy and that cam wasn't too beautyful to fit my high expectation ;) So this camera would be ...
- Mon Aug 16, 2004 11:22 am
- Forum: Advanced Help
- Topic: Attach stuff to a model.. ( weapons, armor etc..)
- Replies: 19
- Views: 2907
Joints are the connections between the bones... every model has a root joint. So you have a hierarchy like this: o--o / o--o \ o--o - = bone o = joint So i think if you name a bone, you name the joint that is facing away from the Root joint. But so the root joint would have no name... hm.. looks lik...
- Mon Aug 16, 2004 8:53 am
- Forum: Advanced Help
- Topic: Attach stuff to a model.. ( weapons, armor etc..)
- Replies: 19
- Views: 2907
- Sun Aug 15, 2004 5:56 pm
- Forum: Beginners Help
- Topic: 2D graphic problem
- Replies: 8
- Views: 917
First that i am thinking about this is that the renderer uses a lower mip map from that texture... The blocking could be switched off by using 32bit instead of 16bit for textures. If you made the font with the IrrFontTool and under WindowsXP, try switching off XP's Build-in font smoothing... ( Displ...
- Sun Aug 15, 2004 5:51 pm
- Forum: Advanced Help
- Topic: Attach stuff to a model.. ( weapons, armor etc..)
- Replies: 19
- Views: 2907
- Sun Aug 15, 2004 1:45 pm
- Forum: Advanced Help
- Topic: Attach stuff to a model.. ( weapons, armor etc..)
- Replies: 19
- Views: 2907
- Sun Aug 15, 2004 1:34 pm
- Forum: Advanced Help
- Topic: Third person camera
- Replies: 7
- Views: 1607
Ok, i recoded 99% of the class so i have a nice working flying.behind-the-node-3rd-person-cam ;) I'll share the code with you, so you can use it on you own: camera.h: #ifndef CAMERA_H #define CAMERA_H #include <irrlicht.h> /* Custom 3rd person following camera for irrlicht Made by the_viking in 2004...
- Wed Aug 11, 2004 2:36 pm
- Forum: Advanced Help
- Topic: Third person camera
- Replies: 7
- Views: 1607
- Wed Aug 11, 2004 2:23 pm
- Forum: Advanced Help
- Topic: Third person camera
- Replies: 7
- Views: 1607
I applicated the code from here now, but the camera seems not to accept the position by the fakenode ( im using billboards instead)... it stays on a point, and I see the Dir and Pos nodes around my scenenode..
- Wed Aug 11, 2004 1:44 pm
- Forum: Advanced Help
- Topic: Third person camera
- Replies: 7
- Views: 1607
that does not work... anyhow... dunno why \E: It's because it does not applicate the up vector... if i'd use that camera the scenenodes would rotate from the view of the Player... that's not what i want, i want a static camera, having the scenenode always at the same position and rotatation on the s...