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 Request: Tutorial 
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Joined: Fri Mar 13, 2009 2:31 am
Posts: 217
Location: Earth... I think
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Post Request: Tutorial
I have searched for a tutorial on Ray casting and Can not seem to find one.

So if anyone could make a tutorial on rays that would be very very very helpful.

Possible ideas:

Example code and indepth documentation of every (or the non-self explanatory) lines

Description of what to use Rays for and how to use them

Update the Documentation in the Wiki (that is the first thing I go to when I want to make Lua but I can't seem to figure out Ray casting from the wiki)

Thank you very much! and if anyone knows of a tutorial that I didn't find (I searched) then let me know (link to it or something). Also Please if you make this keep the jargon to a minimum I have a basic understanding of Lua and C++ however I am quite good at Visual Basic and .ini coding (who isn't) :)


Thu Oct 22, 2009 3:07 pm
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Joined: Wed Mar 24, 2010 4:24 pm
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Post Re: Request: Tutorial
Ray Casting Tutorial

G'luck, mate, hope this helps.


Fri Mar 26, 2010 1:39 pm
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Request: Tutorial
Zylos Xenos wrote:
hope this helps.[/center]

No. No, that doesn't work.

MINI-MINI tutorial: How to use an ObstacleRay (the only one I've ever used, but the same should apply to other types)

An ObstacleRayCast returns a number corresponding to how long the ray went before it collided with an object, and the syntax is as follows:
(variable) = SceneMan:CastObstacleRay(
[Vector starting position],
[Vector direction to cast ray along],
[Vector reference (you can make an empty vector) to fill in the coordinates of the first obstacle encountered, if applicable, or end of ray],
[Vector reference (can make empty) to fill in the last free coordinates before the ray hit non-MOs, if applicable, or end of ray],
[A MOID to ignore, children will also be ignored],
[Material ID to ignore hits with],
[How many pixels to skip in between checks (0 will check every pixel, IE, slower)]
);

Put it all together and it looks like this:
self.length = SceneMan:CastObstacleRay(self.Pos, self.Vel * 150, Vector(0, 0), Vector(0, 0), self.ID, 0, 5);

In case you haven't found it already, that and other types of rays can be found documented here.


Fri Mar 26, 2010 4:17 pm
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