// Load our map NOTICE THIS IS NOT OCTTREE OPTOMISED! //scene::IAnimatedMesh* q3levelmesh = scenemgr->getMesh("20kdm2.bsp"); scene::IAnimatedMesh* q3levelmesh = scenemgr->getMesh("../media/basement.dae"); scene::ISceneNode* q3node = 0; if (q3levelmesh) q3node = scenemgr->addOctTreeSceneNode(q3levelmesh->getMesh(0)); // now add the tri selector scene::ITriangleSelector* selector = 0; // if everything went OK with our "q3node" if (q3node) { q3node->setPosition(core::vector3df(0,0,0)); selector = scenemgr->createOctTreeTriangleSelector( q3levelmesh->getMesh(0), q3node, 128); q3node->setTriangleSelector(selector); selector->drop(); } // finish collision detecting bullshit and make camera scene::ICameraSceneNode* camera = camera = scenemgr->addCameraSceneNodeFPS(0,100.0f,300.0f); // dunno wut this ln duz camera->setPosition(core::vector3df(0,15,0)); scene::ISceneNodeAnimator* anim = scenemgr->createCollisionResponseAnimator( selector, camera, core::vector3df(30,50,30), core::vector3df(0,-3,0), core::vector3df(0,50,0)); camera->addAnimator(anim); anim->drop();