Search found 12 matches
- Mon Dec 18, 2006 10:21 pm
- Forum: Irrlicht.NET
- Topic: Multiple-key input?
- Replies: 9
- Views: 4348
The problem is that it only responds to one key at a time, unless two keys were pressed simultaneously (i.e. pressing A turns left, but pressing W while holding down A stops turning and only moves forward. I don't have that problem. Just have your event handler set boolean variables and then check ...
- Fri Dec 15, 2006 3:13 pm
- Forum: Beginners Help
- Topic: How to delete item?
- Replies: 7
- Views: 430
- Fri Dec 15, 2006 3:11 pm
- Forum: Beginners Help
- Topic: how to move in your game
- Replies: 9
- Views: 584
- Thu Dec 14, 2006 7:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 492
Now I see the problem. The irrlicht documentation simply shows the C# constructor as public ISceneManager( ISceneManager* manager ); But in reality (as I determined via MS VS.NET's intelisense) it is: public Irrlicht.Scene.ISceneManager( irr.scene.ISceneManager* manager ); Seeing as how these are tw...
- Thu Dec 14, 2006 6:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 492
Multiple scene managers are most definitely supported in C++. It looks like you should be able to do it in C#, but I'm no C# programmer. Does the code you've presented not work? Seems like this should work... The C# constructor for ISceneManager is public ISceneManager( ISceneManager* manager ); bu...
- Wed Dec 13, 2006 10:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 492
- Wed Dec 13, 2006 10:38 pm
- Forum: Irrlicht.NET
- Topic: Change Scene - Menu>options>gameplay
- Replies: 1
- Views: 1607
- Wed Dec 13, 2006 10:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 492
Support for muliple ISceneManagers would be cool
This is just some concept code for something that would be cool if irrlicht allowed it. Does anyone know of a way to do this sort of thing with irrlicht as it stands right now? Is this sort of functionality something that could possibly be included in a future release? int currentScene = 0; ISceneMa...
- Wed Dec 13, 2006 9:04 pm
- Forum: Irrlicht.NET
- Topic: Change Scene - Menu>options>gameplay
- Replies: 1
- Views: 1607
Change Scene - Menu>options>gameplay
Since each device only has one scene manager, what is the easiest way to switch between a menu to gameplay? I know i did this in c++ a long time ago with like 0.6 version of the engine, but i don't have the code handy, and i'm using c# now anyway.
- Fri Dec 08, 2006 12:32 am
- Forum: Beginners Help
- Topic: Do I need a CollisionResponseAnimators for each node?
- Replies: 3
- Views: 266
- Thu Dec 07, 2006 5:16 pm
- Forum: Beginners Help
- Topic: Problems with CollisionResponseAnimator and movement
- Replies: 4
- Views: 310
- Thu Dec 07, 2006 5:11 pm
- Forum: Beginners Help
- Topic: Do I need a CollisionResponseAnimators for each node?
- Replies: 3
- Views: 266
Do I need a CollisionResponseAnimators for each node?
Currently I have made a class that holds an IAnimatedMeshSceneNode and an ISceneNodeAnimator. In the class I have the following function to attach a new CollisionResponseAnimator to the contained node. My question is, do I really need a separate animator for each node to handle the gravity like I am...