Wishes for the next version (or the other after that)
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
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Wishes for the next version (or the other after that)
Hi, Those are only wishes that I would like implemented in a next version of IRRLICHT, these are not requests.
I already know that we could do mostly what I talking about with lots of codes or external libraries.
but here what I would wish for the next version :
Addons to the FPSCamera class: (addCameraSceneNodeFPS)
Im happy that the 1.3 version support the "JUMP" feature, but I also would like thoses to be added in a future version of the engine:
- crouch (I was able to do it myself, but since I see the JUMP in there...)
- run (accelerate the moving of the camera when using a modifier key like "shift")
- Camera bank (left AND right), like we see on some FPS to look on corners (camera bank)
Theses could be implemented in the "addCameraSceneNodeFPS", with activation in the calling of the routine. So it would stay compatible with previous versions.
- Easy banking of the Camera once defined. This would be good for making the FPS player "die move". The camera would "drop" to the ground and we would see on the side. I was not able to do this directly, but Travis gave me a workaround.
- Changing axis of gravity. This could be neat to be able to change to gravity once it's defined. Like in the game "PREY". We could use a trigger that change the gravity AXIS (-Y to -X for example), and the camera would "drop" to the new "ground"
- Addons to the "createCollisionResponseAnimator" to support theses direcltly: (I know that could be done with a PHYSIC engine)
- Trigger on collision:
- Trigger when colliding. For example trigger a sound (impact).
- Trigger another animator (bounce) that could be associated with the Collision animator. For example, a box could be hit then bounce with a "value".
I already know that we could do mostly what I talking about with lots of codes or external libraries.
but here what I would wish for the next version :
Addons to the FPSCamera class: (addCameraSceneNodeFPS)
Im happy that the 1.3 version support the "JUMP" feature, but I also would like thoses to be added in a future version of the engine:
- crouch (I was able to do it myself, but since I see the JUMP in there...)
- run (accelerate the moving of the camera when using a modifier key like "shift")
- Camera bank (left AND right), like we see on some FPS to look on corners (camera bank)
Theses could be implemented in the "addCameraSceneNodeFPS", with activation in the calling of the routine. So it would stay compatible with previous versions.
- Easy banking of the Camera once defined. This would be good for making the FPS player "die move". The camera would "drop" to the ground and we would see on the side. I was not able to do this directly, but Travis gave me a workaround.
- Changing axis of gravity. This could be neat to be able to change to gravity once it's defined. Like in the game "PREY". We could use a trigger that change the gravity AXIS (-Y to -X for example), and the camera would "drop" to the new "ground"
- Addons to the "createCollisionResponseAnimator" to support theses direcltly: (I know that could be done with a PHYSIC engine)
- Trigger on collision:
- Trigger when colliding. For example trigger a sound (impact).
- Trigger another animator (bounce) that could be associated with the Collision animator. For example, a box could be hit then bounce with a "value".
Others want to use it for a space shooter and can't use a cam that's going up and down.
If you want to offer different views you have to draw the player's character anyway. So I'd take a static cam and attach it to get the intended behavior again. In first person, use the camera and hide the body (or even show it - think Tribes 2 had that?). In third person, switch to another camera and show the character again.
If you want to offer different views you have to draw the player's character anyway. So I'd take a static cam and attach it to get the intended behavior again. In first person, use the camera and hide the body (or even show it - think Tribes 2 had that?). In third person, switch to another camera and show the character again.
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
I just wish addon for the currently developped FPSCamera.
The Camera already can move and jump. Having a crouch, run and bank added should be enough for "newbies" like me to start a level fast. Smoothing of the camera move would be cool also, but this could mean more changes. If it's implemented easily in the engine... Then I'd be even more happier.
The idea to use a static camera for more advanced stuff like simulating walk (up & down movement) could be great once you're getting more familliar with the engine. By the way if someone could write a commented demo using this would be great.
The Camera already can move and jump. Having a crouch, run and bank added should be enough for "newbies" like me to start a level fast. Smoothing of the camera move would be cool also, but this could mean more changes. If it's implemented easily in the engine... Then I'd be even more happier.
The idea to use a static camera for more advanced stuff like simulating walk (up & down movement) could be great once you're getting more familliar with the engine. By the way if someone could write a commented demo using this would be great.
a small thing that could be improved for the FPS jump is a 'pause time'. If you hold jump then the camera bounces up and down. I've noticed a lot of games allow a fraction of a second between landing and jumping again to allow for a more realistic effect. It wouldn't be hard (I think ) ... something like:
crouch can already be done easily just by resizing the CollisionResponceAnimator collision ellipsoid ( and moving the camera up if you're 'undoing' a crouch).
also, a 'kick' function would be useful that applies a 'force' in along a generic vector (i.e. wind columns to break you fall and jump pads)
Code: Select all
// OnPreRender of wherever the FPS calcs go on...
if IsJumping and hasLanded then
lastjump = now
IsJumping = false
if JumpKeyPressed and not IsJumping and now - lastjump > LandingTime then
JUMP!!!!
also, a 'kick' function would be useful that applies a 'force' in along a generic vector (i.e. wind columns to break you fall and jump pads)
pushpork
Create a camera (just a camera; not an fps cam) and make it a child of your character. Move it just behind your character. Bam; third person.GameDude wrote:I think it would be nice if the engine had a third person view built in. If that is already possible then could someone tell me the code or what sytnax you use.