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| Update (Anaglyph mode, and lua scripts) http://corrodinggames.com/forums/viewtopic.php?f=1&t=16 |
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| Author: | luke [ Mon May 04, 2009 12:30 pm ] |
| Post subject: | Update (Anaglyph mode, and lua scripts) |
been playing around with lua scripts. eg: setuping up a group of soldiers: Code: soldierGroup2={}; for i=0,2 do soldier=createNPC(); soldier:setPosition(vector3df(math.random(-19,-17),-15.1597,70.0)); soldier.hp=400; soldier:SetTeam(1); soldier:grabWeapon( CWeapon(1) ); soldierGroup2[i]=soldier; end setup an ambush: Code: triggerAttack=CAreaTrigger(); triggerAttack.box.MinEdge=vector3df(-4,-21.6975,30.1997); triggerAttack.box.MaxEdge=vector3df(27.2556,-12.6975,40.1997); triggerAttack:setExpression("moveGroupRandom(soldierGroup1, vector3df(13.2556,-18.6975,51.1997),2);"); and also been playing around with anaglyph images, ![]() ![]() ![]() this is the code you can use to do it in irrlicht: (free for any use) Code: void CGameEngine::drawAnaglyph() { vector3df oldPosition=camera->getPosition(); vector3df oldTarget=camera->getTarget(); matrix4 startMatrix=camera->getAbsoluteTransformation(); vector3df focusPoint= (camera->getTarget()-camera->getAbsolutePosition()).setLength(1) + camera->getAbsolutePosition() ; //Left eye... vector3df leftEye; matrix4 leftMove; leftMove.setTranslation( vector3df(-0.01f,0.0f,0.0f) ); leftEye=(startMatrix*leftMove).getTranslation(); //clear the depth buffer, and color driver->beginScene( true, true, SColor(0,200,200,255) ); driver->getOverrideMaterial().Material.ColorMask=ECP_RED; driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK; driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW; camera->setPosition( leftEye ); camera->setTarget( focusPoint ); draw(); // 'smgr->drawAll();' may go here //Right eye... vector3df rightEye; matrix4 rightMove; rightMove.setTranslation( vector3df(0.01f,0.0f,0.0f) ); rightEye=(startMatrix*rightMove).getTranslation(); //clear the depth buffer driver->clearZBuffer(); driver->getOverrideMaterial().Material.ColorMask=ECP_GREEN+ECP_BLUE; driver->getOverrideMaterial().EnableFlags=EMF_COLOR_MASK; driver->getOverrideMaterial().EnablePasses=ESNRP_SKY_BOX+ESNRP_SOLID+ESNRP_TRANSPARENT+ESNRP_TRANSPARENT_EFFECT+ESNRP_SHADOW; camera->setPosition( rightEye ); camera->setTarget( focusPoint ); draw(); // 'smgr->drawAll();' may go here driver->endScene(); driver->getOverrideMaterial().Material.ColorMask=ECP_ALL; driver->getOverrideMaterial().EnableFlags=0; driver->getOverrideMaterial().EnablePasses=0; camera->setPosition( oldPosition ); camera->setTarget( oldTarget ); } |
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| Author: | Schiggy [ Sun Jan 03, 2010 6:08 pm ] |
| Post subject: | Re: Update (Anaglyph mode, and lua scripts) |
wow this is the best game i have seen on irrlicht. how did you enable the hardware skinning. plz reply |
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| Author: | luke [ Tue Jan 05, 2010 3:54 pm ] |
| Post subject: | Re: Update (Anaglyph mode, and lua scripts) |
Quote: wow this is the best game i have seen on irrlicht. how did you enable the hardware skinning. plz reply hardware skinning is done with changes I committed into the irrlicht svn, basically only simple changes, like disabling software skinning. the rest was done by blindside, he has a post in the irrlicht forums about it, I'll try and find it when I get the time, as well as post my changes. |
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