Can we have a keyboard navigation system like most 3D engines have? I would especially copy the Unreal Engine 4 one, in my opinion it's the best.
For the ones unfamiliar with it, it's a navigation system that mimics the way you move in First Person Shooter games.
W = move forward
A = strafe left
S = move backward
D = strafe right
E = move up
Q = move down
RMB = free look
RMB + wheel = increase/decrease movement speed.
This is particularly efficient when navigate environment scenes.
Feature request: WASD navigation keys
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This can be done (sort of) through lua script nodes, with the timer callback. We used this to test a dummy GL viewport that shadowed the current Octane RT, and reflect any changes made to the node graph in the Octane UI. Conversely, the GL window could capture input events and change the camera node.
We may need to clean up some of how this works before we make lua nodes 'non-experimental'. In the ORBX viewer you can set up a lua script node to process user/device input for custom navigation schemes.
We may need to clean up some of how this works before we make lua nodes 'non-experimental'. In the ORBX viewer you can set up a lua script node to process user/device input for custom navigation schemes.
- Rikk The Gaijin

- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Does this mean is it basically done and it only needs to be included in the next version?Goldorak wrote:This can be done (sort of) through lua script nodes, with the timer callback. We used this to test a dummy GL viewport that shadowed the current Octane RT, and reflect any changes made to the node graph in the Octane UI. Conversely, the GL window could capture input events and change the camera node.
We may need to clean up some of how this works before we make lua nodes 'non-experimental'. In the ORBX viewer you can set up a lua script node to process user/device input for custom navigation schemes.
