I want my player to walk around on map with the same speed and possibly no glitches.
i have in my code:
Code: Select all
ISceneNodeAnimatorCollisionResponse* anim = smgr->createCollisionResponseAnimator(
selector, node2, vector3df(5,50,5),
vector3df(0,-500,0),
vector3df(0,0,0));
1. when player goes down from a "mountain" moving speed is increased (i think because of gravity)
2. when i set gravity to lower, the player starts to "float in the air" when going down from mountain (if i use isFalling() func. he will move down too slow)
3. when player is standing on side of a mountain, he is slipping down slowly. (I want to possibly get rid of it)
4. when player is leaved while he is slipping (about 30 seconds) sometimes he is sunking in terrain and only top of his head is visible
5. I want to know if i can do sth. about an angle of terrain, which player cannot pass. Tried to change vector3df(5,50,5) to vector3df(30,50,30), it done the thing but he is slowed down when climbing on terrain where the angle is that low that he can.
Link to code and compiled is here:
http://gogolian.lua.pl/WTF_collision.rar
Moving: WSAD or Pad (analog stick);)
[EDIT]
Oh, and one more thing, if this will be helpful:
There won't be any option to jump, i do not need it.
It is going to be like in Final Fantasy series.