Hello,
I have a ‘beam’ that is a scaled StaticModel cylinder and a weapon whose bullet is a StaticModel too.
What material Technique may i use to blend these two together?
grokko
Hello,
I have a ‘beam’ that is a scaled StaticModel cylinder and a weapon whose bullet is a StaticModel too.
What material Technique may i use to blend these two together?
grokko
it isn’t clear what you want to achieve. May I ask you for a simple sketch or reference image?
Hi,
Sorry if my question wasn’t clear…
How can I blend two StaticModels together?
I have a LogicComponent which shoots a queue of StaticModel Nodes into the space. They’re load balanced so they
shoot and perform really well…but sometimes when I launch a flurry of shots in the space, and then turn a couple of degrees and launch more…the bullet Nodes hit each other and explode
on each other,
I’m kinda new to the great Urho so I suppose such a device of blending might be a technique?
Mike
Sounds like you have physics issue. You have to move bullet colliders to a separate layer and disable collisions with the same layer. This way bullets won’t collide with eachother only with non-bullet objects.
You have to move bullet colliders to a separate layer and disable collisions with the same layer.
Hi,
Thanks for helping! You mean like this…?
bd->SetCollisionLayer(1);
bd->SetCollisionEventMode(COLLISION_NEVER);
wherein ‘bd’ is a RigidBody pointer.
I tried a couple combinations, still nothing…
Mike
// for bullets
body->SetCollisionLayer(0x01);
body->SetCollisionMask(0x10);
// for targets
body->SetCollisionLayer(0x10);
body->SetCollisionMask(0x01);
You can use this layer and mask patten to avoid collision btw bullets.