Thanks all!

I'm loving the comments!
I am planning to implement all of those features into Irrlicht at a future date.
* The LUA scripting is good (I'm also using LUA), however I think that here you are overdoing this. The static level should be loaded by game itself since LUA is interpreter and works slow for large and detailed files. Scripting is good for dynamic things (pillar, NPC movement, etc.), but no way as a base coding language.
The static mesh placement and creation is only called once, thus it is understood as a loading time. I prefer to have it in the script so that my level editor can easily output levels. The level programmer can also easily grab a mesh out of the list and make it dynamic by simply adding a "thisobject = " in front of the command.

Otherwise it makes no further impact with performance that I notice.
Ok, I agree to release the camera code, I used a simple Irrlicht flyStraight animator: more details here:
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5404
Code: Select all
void updateCamera()
{
//update the camera
camera->removeAnimators();
scene::ISceneNodeAnimator* anim = tld_smgr->createFlyStraightAnimator(camera->getPosition(),
core::vector3df(getPosition().X+sin(TO_RADIAN(getRotation().Y))*100,getPosition().Y+100,
getPosition().Z+cos(TO_RADIAN(getRotation().Y))*100), 1000, false);
camera->setTarget(getPosition());
camera->addAnimator(anim);
anim->drop();
}
The getPosition and setPosition functions refer to the player that is being followed.
Can anyone figure out why my mesh isn't turning out the way it did in 3ds max? Screenshot:

You can download the mesh
here.
Thanks~ John DiSanti
________
Herbalaire review