cassius Posted September 3, 2012 Share Posted September 3, 2012 There is a problem here with player height. It is too low. I tried using a cylinder but then the player would not move at all.Also it slows down too slowly acting more like a vehicle than a human.Any help????? #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:/mygame"); Graphics(1100,800); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX //SetGodRays(1); SetHDR(0); SetSSAO(0); SetBloom(1); SetAntialias(0); SetStats(1); LoadScene("abstract::game03map.sbx"); SetSkybox(LoadMaterial("abstract::NiceSky.mat")); SetBackgroundColor(Vec4(1 ,1, 1, 1)); DebugPhysics(true); // Setup player TBody player=CreateBodySphere(); SetBodyMass(player,60); SetBodyGravityMode(player,1); SetBodyDamping(player,0); EntityType(player,1); SetBodyBuoyancyMode(player,1); PositionEntity(player,Vec3(-3.18,1.07,-40.67)); Collisions(1,1,1); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { //UpdateAppTime() ; UpdateWorld(AppSpeed()) ; mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*30.0); force=TFormVector(force,cam,0); AddBodyForce(player,force); PositionEntity(cam,EntityPosition(player)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); } Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted September 3, 2012 Share Posted September 3, 2012 for most inherent meshes and bodies in LE, the position is the center... so if you are setting the camera at the position of the "player" then it will be at the center of the "player"... we use to have a similar issue back when the controller position was at the center instead of at the foot of the cylinder... just offset the Y value of the results of the EntityPosition(player) before setting the position of the camera just like you do with a controller... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
cassius Posted September 3, 2012 Author Share Posted September 3, 2012 Thanks mac. I get an error on the line PositionEntity (player,vec3(0,1.8,0)); The error reads Tvec3 not declared in this scope. Can someone show me how it should be done. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
cassius Posted September 3, 2012 Author Share Posted September 3, 2012 Its ok I got it figured. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
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