Hey guys
First of all, i'm german, so don't blame me for my bad english.
My first Irrlicht-project is an 3D-ego-shooter. I'm working with 3 other guys on it, and i'm responsible for cam-management.
I decided not to use the FPS-Cam from the engine, because in my opninion it's too ready-made.
So I wanted to create an FPS-cam by myself, but I'm stucking with the following siituation:
Tha cam, which is an easy ICameraSceneNode-Object should be appended to the rotation-angles from the mesh (the weapon like you know it from all ego-shooters), which is an IAnimatedMeshSceneNode.
My problem is the rotation of the mesh, because i only can rotate the mesh horizontally correctly, so the player only can look left and right.
When I try to look up or down, the mesh rotates strangely.
Does anyone can comprehend my problem, or does anyone know how camera-rotation is usually done in ego-shooters?
Greetings from Germany
fabuloes
Ego-Shooter: Rotate camera with mesh
Re: Ego-Shooter: Rotate camera with mesh
You can create the Weapon as a ChildNode of the weapon.
Then it should always be on the same screenposition.
Then it should always be on the same screenposition.
Rust fanboy