One more question
What sort of polycount is this engine capable of handling for main characters in games of a 1st person shooter type? Or perhaps even better, what is the functional range (from lowest to highest)?
Various 3D Engines
this thread enlightened me...
hehe check this stuff out
given:
ok so we have a billboard and we have turned off the mouse pointer ok?
now, in the rendering loop, do this:
so now what we have is a cute little billboard that doesnt point where the camera is looking, but where the _mouse_ is pointing in 3d. the purpose of this of course, is that that vector, lastCursorPosition, now contains the x and z of the last spot _on_the_ground_ where the cursor pointed, so now if we then go in our event receiver and watch for clicks from the mouse, we can, on a click, tell the "player" to then set lastCursorPosition as a destination they should go to, using something like opensteer to guide them this, (plus a lot of other stuff i have yet to do) should allow me to have character movement like NWN in Fmorg
given:
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// disable mouse cursor
device->getCursorControl()->setVisible(false);
// add billboard
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture("media/textures/particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
now, in the rendering loop, do this:
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core::vector3df intersection;
core::triangle3df tri;
//!get a ray from the current mouse position
ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(device->getCursorControl()->getPosition());
if (smgr->getSceneCollisionManager()->getCollisionPoint(ray, selector, intersection, tri)){
bill->setPosition(intersection);
lastCursorPosition = core::vector3df(intersection.X,0,intersection.Z);//ignore the y coord
}
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
my biggest complaints with torque is this:
you HAVE to relight the scene (takes about 3 sec) to change shadows cast by BSP on the terrain. And little things like:they hardcoded the sun vector ..an easy fix mind you but whats up with that?! Shadows cast from entities with transpearancy (ie trees) kills the Frame rate. oh well live and learn..
you HAVE to relight the scene (takes about 3 sec) to change shadows cast by BSP on the terrain. And little things like:they hardcoded the sun vector ..an easy fix mind you but whats up with that?! Shadows cast from entities with transpearancy (ie trees) kills the Frame rate. oh well live and learn..