Camera Rig Test Demo

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Uploaded by on Jan 26, 2008

Demonstrate this camera "rig" control implementation using the IRRlicht engine.

This is a C++ source that I've written to demontrate how a camera control could be improved to look like more of what I would have when I play an FPS game.

The code was written for the IRRlicht open source rendering engine. I hope to use this type of camera control in my open source project "The first king"

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Gaming

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Standard YouTube License

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Uploader Comments (clavetc)

  • how do you make that trees ? irrlicht don't load fine the png images to me, or i think that i made wrong the model :(

    some mail to write you , or are you in the irrlicht forum ?

  • @paulorr29 Theses are very cheaps trees as they are only billboards. The textures are using a alpha channel, but you need to tweak an option to allow the alpha channel to use the full range (IRRlicht use only half of the range by default, I complained about it, but they would not change it.)

  • I think one of the biggest drawbacks is that the engine doesn't support cube mapping or volumetric textures natively. Also, the need to recompile everything on modifications is also a bit problematic. I don't want to talk it down (I like the engine besides that things), but because of the absence of these features I switched to OGRE recently. But that's only my opinion and I encourage you to make your own decision.

  • @lanman132 You are right, IRRlicht have lots of limitations (Cube maps are only a begginning), but easy to work with and I'm using it to learn programming. The community is very active on it and it improve everyday. I've looked at Shiva that very similar to the Unity engine and think I would try to do a project with it. But for learning programming in C++, for me IRRlicht is a logical choice and would not change it.

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  • Can I download the source code ??

    Please, I need sample to learn game programming :-(

  • i hate this shit music !!! everybody play this at his video ... -.- but your video ... nice ;)

  • @alexgrinkov , not sure about that... There is a current limitation of the vertex format, that limit a lot of thing for the engine. If you plan to use new technology with IRRlicht it may not work. The dev are thinking to improve that. So that could change in the future.

  • @alexgrinkov It's more than that! Yep, that's a sine movement for the walk, but I've added interpolation for the movement. So for me it's a much more realistic FPS control than the standard IRRlicht camera and worth showing. If I would follow your negatives comments, I would do nothing. What have you done on your side? Only complaining what others have done!?

  • @ImmortalAcorn

    irrlicht has no liimits if you are familiar with shaders

  • @lanman132

    "the need to recompile everything on modifications is also a bit problematic" ? why do you need to modify the core of the engine? I understand doing it once (like stripping support for openg\l, for eaxmple),. and even that takes approx. just 10 minutes on my machine... if you mean adding extensions, then you don't need to recompile anything, simple 1-second linking...

  • didn't get what;s so interseting aout it. "walk simuklation" is a simple cos or sin function.

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