Search found 4 matches
- Mon Mar 28, 2011 4:47 pm
- Forum: Questions and Help
- Topic: Adding levels and a player (first person shooter)
- Replies: 6
- Views: 4688
Re: Adding levels and a player (first person shooter)
Everything was rotated 180 on the Y axis... Odd. I wonder why.
- Mon Mar 28, 2011 3:06 am
- Forum: Questions and Help
- Topic: Adding levels and a player (first person shooter)
- Replies: 6
- Views: 4688
Re: Adding levels and a player (first person shooter)
I just took the simplecharactercontroller class from the sample and used that. But for some reason, all collisions are offset. IE I made a pole but I pass right through it. I'll "hit" the pole just a little bit behind it and to the left. I didn't set any offsets. Why is that happening?
- Mon Mar 28, 2011 12:55 am
- Forum: Questions and Help
- Topic: Adding levels and a player (first person shooter)
- Replies: 6
- Views: 4688
Re: Adding levels and a player (first person shooter)
Hmm. What's the best way to implement that with an already working camera with controls? I guess transfer all the movement controls to the physics object and control the view that way? What about the box toppling over? IE the player would "fall over".
- Sun Mar 27, 2011 8:19 pm
- Forum: Questions and Help
- Topic: Adding levels and a player (first person shooter)
- Replies: 6
- Views: 4688
Adding levels and a player (first person shooter)
Ok so I think I figured out the basics: Create space object. Add gravity Add physics related things to space object update physics every update profit? I think I have my .x level model correct: Vector3[] staticTriangleVertices; int[] staticTriangleIndices; TriangleMesh.GetVerticesAndIndicesFromModel...