Hey thanks Ben,

I've seen the nice demo and maybe the problem is more simple than I
thought. In fact, during this early phases I'm designing the best
solutions to choose from when it will come the time...

Ben, I will appreciate to see your solution and talk about it if you
want to share it. I'm on my learning path here, and I need any help
you can give. In particular, it comes now in my mind that I'll have to
deal with the floor because once the camera has been rotated towards
the ground, any call to camera.moveForward(...) will move the camera
ahead with its local coordinate system, and not the one of the avatar
it is emulating! One can look towards the ground, but can still walk
ahead!

Summarizing, are there any "best practices" to deal with these looking/
moving problems? Maybe placing the camera inside an invisible
container and rotating the camera just to look around and moving the
container to walk?

Thank you!


On 21 Lug, 16:19, ben <[email protected]> wrote:
> ok, I call it RBG (Richard's Bronson Glasses)...
> hihi...
>
> I learned something..
>
> francesco, I used such a behaviour, I have to find the code.....
> this dealed with simple trigonometry and the limit problem was off
> with only setting rotation when mouseDown, not depending on the mouse
> coord...
> like here :http://www.agence-anonyme.com/test4.html
>
> in this demo, the camera is moving forward alone and moves depending
> on the island floor, but this can be changed...

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