Oh, I almost forgot the thorniest thing I am trying to understand ... In the game I am using particle effects for things like vapor trails, explosions, smoke, etc. They seem to have their own relationship with time, and I do not know that they are "rewindable". Lets say that I am in the middle of an explosion and I want to replay that explosion, but not from the very beginning, perhaps from somewhere in the middle. Is there a way to rewind the time and play the particle effect from a given time, or do I need to somehow start a new effect over and fast-forward it to the appropriate time?
Hope that makes some kind of sense, -- Rick On Mon, Dec 29, 2008 at 8:33 PM, <rpin...@gmail.com> wrote: > Hello all, > > I am wondering about the best way to record some aspect of a scene that is > playing from a game. Quite often in games when your character gets killed, > you want to see an "instant replay" of getting killed. The camera motion in > these cases is probably overridden to show the reverse angle of the killing > character. Being able to record and playback some aspect of the game has > lots of other uses as well. There are times I might want to read in an > entire scene from a file, but there may be times as well that > > So if you guys were to tackle this one, how would you do it? The game is > obviously interactive, so it is not just a matter of having an AnimationPath > and writing out an .osg file of the scene (or perhaps I could, and there is > just something I am not understanding). Most of the objects in the scene > are read in from other files. If I were to write things out to an osg file, > is there a way to do it in such a way that the file references are written > out rather than all of the geometry explicity? > > In my primary example, the primary scene is already built, and I just need > to keep track of the motions of everything, I should be able to do that > ok. I was thinking of creating a seperate scene with new Transform nodes, > but the original geometry nodes, so I would not have to read them all in > again, but I could keep the structure of my primary game scene in tact and > just replace the scene nodes that my viewer is looking at. Sound > reasonable? > > Thanks for all your help and advice. > -- Rick >
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