Springare
13-01-2008 13:24:41
hi im working on a tank game whit 2 friends but I have some problems whit the collison.
what I want to do is when a tank shoot collieds whit the terrain (whitch is a trianglemesh) it will just explode and show a nice patrical effect and play a sound. When it collieds whit a tank it shall do the same as the terrain but it shall add alittle force on the tank and change some variables.
the problem is that I have made all tanks to be in the actror grp "pTank_ActorGrp", the tank shot in "pTankShot_ActorGrp" and the terrain is in the "pTerrain_ActorGrp"
so far I am whit you, but I get lost whit all this callback classes. Could any1 maybe, if they got time, explain it a little more. Like what they actualy do and where I shall make the class (in a new .h .cpp file or just add it to some other files) and how I can see when an actorgrp collileds whit a speccific actorgrp.
I have been following this guide : http://www.ogre3d.org/phpBB2addons/viewtopic.php?p=27130#27130
but as I said, the callback is abit blurry ^^
cheers & thanks advance
//Springare
what I want to do is when a tank shoot collieds whit the terrain (whitch is a trianglemesh) it will just explode and show a nice patrical effect and play a sound. When it collieds whit a tank it shall do the same as the terrain but it shall add alittle force on the tank and change some variables.
the problem is that I have made all tanks to be in the actror grp "pTank_ActorGrp", the tank shot in "pTankShot_ActorGrp" and the terrain is in the "pTerrain_ActorGrp"
so far I am whit you, but I get lost whit all this callback classes. Could any1 maybe, if they got time, explain it a little more. Like what they actualy do and where I shall make the class (in a new .h .cpp file or just add it to some other files) and how I can see when an actorgrp collileds whit a speccific actorgrp.
I have been following this guide : http://www.ogre3d.org/phpBB2addons/viewtopic.php?p=27130#27130
but as I said, the callback is abit blurry ^^
cheers & thanks advance
//Springare