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Re: Multiple basic questions

At least I don't really know about a simple way to do so. I think you still may use FG for interaction with level's objects for this you should: create for player FG node<Singletone> with output event - "pressing E" create for door FGnode (that may be assigned to door entity) with input property "o...

Re: Filter shadow

could you please give me a tip about to express an entity as a light source if you know? I think you need write code something like this, but I'am not for sure SEntitySlotInfo slotLightInfo; m_pEntity->GetSlotInfo(nLightSlot, slotLightInfo); ILightSource* pLightSource = slotLightInfo.pLight;

Re: 3D Snow

Oh I recall, I saw such kinda Snow in Rise of the Tomb Rider game I think except custom shader you will probably will need to generate some geometry for this feature also, probably you'll need read about: RenderNodes, Render's pipline, Shaders and other related thing in Docs probably such kinda effe...

Re: Introduction into RenderNode for very begginer:

thx, now I have some pity experience with RenderNodes :) void ISelectable::Initialize() { uint32 flags = ENTITY_SLOT_RENDER; m_pEntity->LoadGeometry(1, "Assets\\Objects\\selection.cgf"); m_pEntity->SetSlotFlags(1, flags); m_pEntity->SetViewDistRatio(255); auto *pMaterial = gEnv->p3DEngine->GetMateri...

Re: Can engine handle a huge count of units on map? For example like in TotalWar game series

Well I've take a look on AdvancedAnimationController component, into it sources and find this code: m_pEntity->SetCharacter(m_pCachedCharacter, GetOrMakeEntitySlotId(), false); in line code above I see that character instance of some character are assigned to entity's slot. my's question is: how man...

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