Search found 31 matches
- Fri Jan 05, 2007 11:14 am
- Forum: Beginners Help
- Topic: how to make my node face another? (rotation)
- Replies: 1
- Views: 295
here's how i done it in my project: core::vector3df ourPosition = _monster->getPosition(); core::vector3df playerPosition = player->getPosition(); core::vector3df direction = ourPosition - playerPosition; core::vector3df newRotation = direction.getHorizontalAngle() + core::vector3df( 0, 90, 0 ); _mo...
- Sun Dec 31, 2006 7:22 am
- Forum: Off-topic
- Topic: Off till Jan 6/07
- Replies: 3
- Views: 448
- Wed Dec 27, 2006 10:45 am
- Forum: Beginners Help
- Topic: How to make movement by the parabollyc trajection?
- Replies: 0
- Views: 196
How to make movement by the parabollyc trajection?
hello! could ayou give me short info how i can make an animator, which will move node by the parabollyc trajection? i know i have to apply x = (v0* cosα )*t; y = (v0*sinα)*t - g*t2 / 2 formulas to my node's coordinates depending on the elapsed time, but i have no success with it on this moment. here...
- Tue Dec 26, 2006 1:43 pm
- Forum: Code Snippets
- Topic: Object Orbiting Camera (Mouse Controlled)
- Replies: 4
- Views: 3749
- Tue Dec 26, 2006 7:00 am
- Forum: Code Snippets
- Topic: Object Orbiting Camera (Mouse Controlled)
- Replies: 4
- Views: 3749
hello, Midnight. i got two errors during trying to compile your code. first was '77 C:\delme\orbiting_camera.cpp 'class irr::scene::ISceneManager' has no member named 'addCubeSceneNode. i changed in line 77 // the thing we want to look at box = smgr->addCubeSceneNode(); on the following: // the thin...
- Sat Dec 23, 2006 4:34 pm
- Forum: Beginners Help
- Topic: protect my models
- Replies: 50
- Views: 4754
- Fri Dec 22, 2006 7:19 pm
- Forum: Beginners Help
- Topic: protect my models
- Replies: 50
- Views: 4754
- Thu Dec 21, 2006 1:37 pm
- Forum: Beginners Help
- Topic: collision detection
- Replies: 9
- Views: 853
well, here's that article. i want to warn you that you have to apply these ideas/principles to your work and to make appropriative changes etc. hope it helps! 11.2 Collision-handling Here's an overview of how the Pop Framework handles collisions. Make a utility class for holding pairs of critters, a...
- Thu Dec 21, 2006 5:21 am
- Forum: Beginners Help
- Topic: collision detection
- Replies: 9
- Views: 853
- Tue Dec 19, 2006 4:52 pm
- Forum: Project Announcements
- Topic: irrClouds
- Replies: 13
- Views: 8789
- Sat Dec 16, 2006 9:04 am
- Forum: Beginners Help
- Topic: FlyStraightAnimator (movement stuff in general)
- Replies: 8
- Views: 614
- Fri Dec 15, 2006 10:32 am
- Forum: Beginners Help
- Topic: FlyStraightAnimator (movement stuff in general)
- Replies: 8
- Views: 614
hello all! i suppose it is a right place for my question, so i decided to ask this here. could you tell me is it ok to calculate vector of movement according to current node's rotation in a way like this below (i want my node to move to new position which is achieved in accordance to its current rot...
- Mon Dec 04, 2006 9:22 pm
- Forum: Beginners Help
- Topic: array vs list
- Replies: 10
- Views: 590
- Sat Dec 02, 2006 9:11 pm
- Forum: Beginners Help
- Topic: Problem with classes [C++ question]
- Replies: 16
- Views: 742
- Thu Nov 30, 2006 8:35 am
- Forum: Beginners Help
- Topic: Problem with classes [C++ question]
- Replies: 16
- Views: 742
my problem is still as described above. deep into my bot's AI logic (actually, in AI class, which is agregated in this bot class) I have to get time (i want to make it over pointer_irrlichtEngline->getTimer()->getTime() ), and request my base game class to create special animator for current bot's n...