Hello everybody.
I am designing a game engine, and I would like to know how to implement a function that moves my camera and weapon together like in quake. The pure Quake style movement with polar coordinates would be great, but enough moving camera and weapon together.
If someone knows, or knows about tutorials, or whatever... please help!
Replies
Attaching something to the camera is trivial, just copy the camera matrix and add some translation.
Many thanks for the help KeyserSoze.
What about some information about the tipycal Quake movement, keyboard = position, mause = orientation. ??
What you are describing is Q3 rendering elemets to screen coordinates as opposed to world coordinates. The player model is not drawn while in first person. The wepon models and animations stand alone and are draw to the screen and simply animated to synch up with the actual shooting/whatever functions. What really determines the hit or actions is an invisible TAG geometry tri on the 3rd person model.
I think that will get you started. Look up mods for wep replacements in Q3 and you should get the general idea.
It sounds like you would be able to do it if you want and you enjoy saying that. Ok, I can do it too gays, but I have no time right now for this, and no time to explain my reasons.
If some one knows and have something that helps great, other ways shut up.
The game industry rewards those who can keep themselves educated in the sea of ever evolving technology. Those that need constant help, actually refuse to look things up and demand that someone give them the simple answer instead of simply finding it on thier own, don't last long.
If you are serious about getting into 3D Programming there are a TON of programming books, sites, and other reference material "out there". Lastly after reading:
[ QUOTE ]
If some one knows and have something that helps great, other ways shut up.
[/ QUOTE ]
I wouldn't give you the answer if I knew it, you sound like a raging cock on an ego trip that seriously needs to let a few billion PSI out of his head before asking ANYONE for help.
You get more flies with honey than vinegar.
Edit: oh and it is someone (one word) and otherwise not other ways.
Lots of info across the board in there.
Now for movement what you are talking is taking keyboard input, assuming you have an input handler class, and instructing the game engine to update the player entity's world position x units (coresponding to its speed per second divided by update time) along a vector facing in the same direction as the player entity per key press/hold. OF course that's forward movement, and every other direction is relative to that anyway. Rotation is the same way but with mouse axial input coresponding to rotation rate updated and transformed from the player entity's local coordinate space to world space for drawing etc.
Part of the other reason for these responses is that movement like this is implicitly covered in a basic 3d math tutorial. If you want a "Use X function in Y Library" answer, you won't get one, as that is far to specialized to your individual engine than any of us could know.
are you truely using your own engine or something like darkbasic? also last I checked. the q3 source was public.
I understood the method you follow to speak each other and I don't like it but if you are happy with it is up to you. I find better just help each other with this stupid thinks and use resources and time with other more interesting but... as I said I respect that.
And yes q3 is free, but I am developing a game engine from the scratch like a good friend advice me. I was testing the culling system when I thought it could be funnier move around like in quake. I apologize for all the mess.
Aufwiedersehen.