Key handling (Shift key)

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xaddict
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Post by xaddict »

Acki wrote:no, you can't, except with my IrrExtensions... ;)


btw, could it be that I pointed you to all this with my first post ??? :lol:
I'm not sure, what do you mean...

and I'm seeing into your extensions:) thanks a bunch!
oh, and I AM dutch:P
xaddict
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Post by xaddict »

MasterGod wrote:I haven't checked why Acki's did in his project but currently you can't change a camera's speed with something like camera->setSpeed().
You'll have to manually change it with settings it's position etc..
I'm not gonna burn my hands on that one:P currently the camera position is all managed by the camera class, I'm not gonna try anything to redo this cause it makes me dizzy:P

Acki, is there also ONE .h file available for a 'custom' camera which enables you to change that?... I'm afraid I'll mess up everything since I haven't got a clue what I'm doing:P
Acki
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Post by Acki »

no, there is no other way than editing and recompiling the engine, or create a completely new camera... ;)
the fps camera scene node is encapsulated inside Irrlicht, so you have no access to it...
this was already discussed earlier: http://irrlicht.sourceforge.net/phpBB2/ ... d&start=15
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rogerborg
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Post by rogerborg »

You can create another FPS camera with a faster speed, then switch between the cameras (copying across the position and target whenever you switch) when you change speed. IIRC that's another JP smart solution. ;)

As always though, I'd recommend just forgetting about the FPS camera. Do all the move/collision logic yourself on an non-camera node, and slave the camera to it. That allows you to use the move/collision logic for actors other than your player.
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xaddict
Posts: 23
Joined: Tue Jan 29, 2008 7:18 pm

Post by xaddict »

rogerborg wrote:You can create another FPS camera with a faster speed, then switch between the cameras (copying across the position and target whenever you switch) when you change speed. IIRC that's another JP smart solution. ;)

As always though, I'd recommend just forgetting about the FPS camera. Do all the move/collision logic yourself on an non-camera node, and slave the camera to it. That allows you to use the move/collision logic for actors other than your player.
yeah but than I'll have to recode a lot of sh*t to get the camera to follow the object, change direction, not hit walls, jumping of the object etc... I'm not sure if that wouldn't just give me more problems to solve.
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