Crydsch Cube
Crydsch Cube
@raysan5 I am Glad to hear you like this approach better :) I'll continue to work on it then. The different camera modes will be interesting. That's the next thing...
### Camera modes All remaining camera modes have been added! I also tried to improve the rotation functions. Switching between the different modes is now supported! Further, I added a...
@raysan5 Sorry for pushing so quickly. Please take your time for the review, I just wanted to keep working on other parts in the meantime. Also I had to force-push...
@GoodNike Thanks for mentioning it. Yes, frame time compensation is planed. I added it to the todo list. @raysan5 It's been a while since my last pushes, did you have...
@raysan5 The quaternion approach is fundamentally different and would have required a different camera struct (as per the first PR). Calculating the current quat every frame, just to implement quat-based...
@raysan5 I had a look at the change regarding `camera->mode` and found some problems. 1. SetCameraMode(..) includes other logic than just setting `camera->mode`. a) For one it calls `DisableCursor();` to...
@raysan5 The low-level functions requiring`camera.mode` are: - `CameraMoveForward(..)` and `CameraMoveRight(..)` In the modes `CAMERA_FIRST_PERSON` and `CAMERA_THIRD_PERSON` we need to project the forward vector onto the world plane. We do not...
@raysan5 That might be a possible fix. I'll have a look into those functions. With that change we can then remove `camera.mode` from the struct and pass it as an...
Hey @raysan5 Sorry it has been a while since I worked on this. The semester ended and I was on vacation. But I found some time and worked on the...
Hey hey, i am also interested in this feature and did some experimenting... @ChrisDill I saw your Issue for 'GenMeshCustom(..)' on the raylib repo and then added the bindings to...