i am working in 3d mode exploring a room(inside a cube), that has other objects in it…and my game has 2 modes…
mode 1- i can move abt the entire room…have used a explorer that is connected to a camera(in the actuator)… so as the explorer moves the camera does so…
*this is what i want to know how to implement
mode 2- after mode 1, in the camera view is a object i want to select… and move that object instead of me exploring…
i have a empty object…in mode one it is a parent of explorer(that has a camera attached to it)… so as the empty moves the camera will thus exploring the room…
in mode2: this empty object is now parent of the object i want to select…since the camera view can be maintained… any movement now on is to the object selected…
B)i need to further know how to have a sphere with bounding box in order to select a particular object…i.e collision of this sphere with the object…
something similar to the functionality of cursor…
A) Your logic sounds very… Sound. LOL - it should work fine, but you’ll have to use Python to parent the empty object to whatever it hits, as you don’t know before hand which object to parent, correct?
B) You can just select ‘Sphere’ from the bounds type menu.
For the bounding sphere problem, go to the Physics tab in 2.57 or the Logic tab in 2.49 - there should be a Bounds button. Click to enable the button, and there should be a dropdown list, which probably will say ‘Triangle Mesh’. Click that list, and select ‘Sphere’. Then, use the Radius slider to increase or decrease the bounding sphere’s size.
I’m not sure of your setup, as you may be using a cursor object, or you may mean that you want to ray cast from the screen into 3D space, so you’ll have to figure out how to deal with either the object’s rayCast function or the camera object’s screen raycasting function (not sure of the name for that one).