Hi there
I am currently trying to implement an A* pathfinding algorithm for a given node in a given scene. But to achieve this, I need to have the top-down 2D view of the 3D scene I am currently rendering on the screen, and I don't have any idea on how to do this. Anybody could help ?
Regards
Generate 2D map from 3D scene
Hi,
I have very similar problem, but I am only interested is showing a map from the top. Mahaps "radar" is showing the nodes (I've seen only screenshots), but .bsp map is a node.
So my question is how to show geometry (walls) of the .bsp map.
Is it possible ? How professional game-makers create HUD maps?
I have very similar problem, but I am only interested is showing a map from the top. Mahaps "radar" is showing the nodes (I've seen only screenshots), but .bsp map is a node.
So my question is how to show geometry (walls) of the .bsp map.
Is it possible ? How professional game-makers create HUD maps?
have a look at the split screen tutorial. Then for the top down
view change it to orthogonal mode.You could also change it to
wireframe for use in an editor etc.
http://legion.gibbering.net/mankind/ortho.jpg
view change it to orthogonal mode.You could also change it to
wireframe for use in an editor etc.
http://legion.gibbering.net/mankind/ortho.jpg
thanks
orthogonal view is the word I was looking for. Interesting is that it seems not to render the roof of my map. Strange for me and very useful.
Wireframe mode is not the best solution because it shows every edge. Many triangles == many / lines.
To have only borders of walls I suppose I have to create special map in photoshop. Than put it in hud and over it set the user marker.
orthogonal view is the word I was looking for. Interesting is that it seems not to render the roof of my map. Strange for me and very useful.
Wireframe mode is not the best solution because it shows every edge. Many triangles == many / lines.
To have only borders of walls I suppose I have to create special map in photoshop. Than put it in hud and over it set the user marker.
hi the code actually is quite simple
Code: Select all
class Object
{
vector3df positionAbsolute;
u32 type;
}
...
array<Object*> objects;
ISceneNode* centerNode; //this is the node representing the center of the projection
vector3df centerPosition = centerNode->getAbsolutePosition();
matrix4 m = centerNode->getAbsoluteTransformation();
for(int i = 0; i < objects.size(); i++)
{
vector3df relPos = objects[i]->getAbsolutePosition() - centerNode->getAbsolutePosition();
m.rotateVector(relPos);
//now relPos.X and relPos.Z contain the 2D Mapped coordinates of the object
}
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com