Looks like a pretty good solution, curious about one thing though:
// Translation position - Movement should be framerate independent.
tPos.Z=direction.Z*4.1f;
tPos.X=direction.X*4.1f;
Your comment says movement should be framerate independent, but you are multiplying by a constant.
If ...
Search found 12 matches
- Fri Dec 08, 2006 10:13 am
- Forum: Beginners Help
- Topic: [SOLVED}Help with moving a character
- Replies: 5
- Views: 702
- Fri Dec 08, 2006 10:04 am
- Forum: Beginners Help
- Topic: FlyStraightAnimator (movement stuff in general)
- Replies: 8
- Views: 797
- Fri Dec 08, 2006 3:26 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Tutorial : Timing And Movement Part 1
- Replies: 20
- Views: 33897
- Wed Nov 08, 2006 10:22 pm
- Forum: Project Announcements
- Topic: Improving Ogre Mesh Loading
- Replies: 13
- Views: 4328
For the love of all things good, do not use xml as the sole format for an internal engine filetype. Not for storing vertex and index data, anyway. It's far too slow to load. Collada is XML because it's an interchange format. .obj is similarly used as an interchange format. An xml format is good in ...
- Tue Nov 07, 2006 9:54 am
- Forum: Project Announcements
- Topic: Improving Ogre Mesh Loading
- Replies: 13
- Views: 4328
if you want to bring a mesh format to a life you must create a converter of common meshes to the new format. Irrlicht actualy knows a lot of meshes and loads them so you should find inspiration in its loaders.
Yes I would have to agree with this, after doing some investigation it seems that most ...
Yes I would have to agree with this, after doing some investigation it seems that most ...
- Mon Nov 06, 2006 12:32 pm
- Forum: Project Announcements
- Topic: Improving Ogre Mesh Loading
- Replies: 13
- Views: 4328
Improving Ogre Mesh Loading
I decided to start this project because I ran into one to many problems with irrlicht animated mesh system. Specifically this one -> http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=16829
I understand that I'm quite new to this community and this engine, but I'm no stranger to game ...
I understand that I'm quite new to this community and this engine, but I'm no stranger to game ...
- Mon Nov 06, 2006 11:36 am
- Forum: Beginners Help
- Topic: Collision Point from a vector
- Replies: 5
- Views: 1398
- Fri Nov 03, 2006 10:01 am
- Forum: Beginners Help
- Topic: Collision Point from a vector
- Replies: 5
- Views: 1398
Collision Point from a vector
I understand how to use the triangle selector, and I understand how to use basic collision detection with irrlicht, but I am attempting to do something a bit more advanced then I could find help for. I searched the forums quite extensivley so I aplogize if this is something that has been answered ...
- Tue Jul 11, 2006 6:04 pm
- Forum: Beginners Help
- Topic: FPS Camera
- Replies: 7
- Views: 540
- Mon Jul 10, 2006 8:33 pm
- Forum: Beginners Help
- Topic: FPS Camera
- Replies: 7
- Views: 540
- Mon Jul 10, 2006 7:29 pm
- Forum: Beginners Help
- Topic: FPS Camera
- Replies: 7
- Views: 540
- Mon Jul 10, 2006 6:46 pm
- Forum: Beginners Help
- Topic: FPS Camera
- Replies: 7
- Views: 540
FPS Camera
First of all, great engine, just started using it and its very easy to understand! So thanks :-)
Now, I'm pretty new to 3d game programming, and I'm just trying to educate myself...found this engine is a good place for me to start.
i'm attempting to make an FPS camera system, I know the engine ...
Now, I'm pretty new to 3d game programming, and I'm just trying to educate myself...found this engine is a good place for me to start.
i'm attempting to make an FPS camera system, I know the engine ...