Hey,
Does anyone have a good idea how to make a "model" that resembles a car using cubes? Or is there some other easier way to get something that looks like a car using Irrlicht's built in shapes?
Car Model out of Cubes
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Re: Car Model out of Cubes
What's wrong with good old low-poly meshes?GameDude wrote:Hey,
Does anyone have a good idea how to make a "model" that resembles a car using cubes? Or is there some other easier way to get something that looks like a car using Irrlicht's built in shapes?
Re: Car Model out of Cubes
Nothing, I'm just working on a prototype.
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
Re: Car Model out of Cubes
Ok then, just 'cubes' is way too vague
How many cubes? Voxel-like format or large format? Uniform cubes or different sizes?
And the fact that you're making a prototype still doesn't really explain why you couldn't use a very simple mesh
How many cubes? Voxel-like format or large format? Uniform cubes or different sizes?
And the fact that you're making a prototype still doesn't really explain why you couldn't use a very simple mesh
Re: Car Model out of Cubes
I guess you you have a point, I could use a generic car model. However with cubes, I'm talking about something that resembles a car. Say a rectangle with four wheels on the bottom. Something similar to the bullet physics vehicle demo, if that makes sense.
Re: Car Model out of Cubes
For the hull: addCubeSceneNode(). Then 4 other cubes, setParent(), setPosition() and voila!
Probably not your goal but this can be used for collision detection (the cubes are hidden underneath a real model) : simple shapes for faster calculations.
That being said you got to be good at maths. I did not manage to make it follow the ground.
Probably not your goal but this can be used for collision detection (the cubes are hidden underneath a real model) : simple shapes for faster calculations.
That being said you got to be good at maths. I did not manage to make it follow the ground.
Re: Car Model out of Cubes
That's what physics engines are for. No need to re-invent the wheel, especially as there are lots of wrappers for using some physics engines with Irrlicht.Katsankat wrote:For the hull: addCubeSceneNode(). Then 4 other cubes, setParent(), setPosition() and voila!
Probably not your goal but this can be used for collision detection (the cubes are hidden underneath a real model) : simple shapes for faster calculations.
That being said you got to be good at maths. I did not manage to make it follow the ground.
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