Search found 12 matches

by jun
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 ...
by jun
Fri Dec 15, 2006 3:13 pm
Forum: Beginners Help
Topic: How to delete item?
Replies: 7
Views: 430

i also find it crashed when i use remove, but i think it has something to do with perhaps how i attached an animator to the node. i think if you remove a node with no animator attached it might not crash
by jun
Fri Dec 15, 2006 3:11 pm
Forum: Beginners Help
Topic: how to move in your game
Replies: 9
Views: 584

in the examples folder inside the zipfile that irrlicht comes in
by jun
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...
by jun
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...
by jun
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

it appears that maybe this is supported in c++ but not c#.net? is that true?
by jun
Wed Dec 13, 2006 10:38 pm
Forum: Irrlicht.NET
Topic: Change Scene - Menu>options>gameplay
Replies: 1
Views: 1607

Ok, refining my question. Why is there not createNewSceneManager() in .net version? OR why is the constructor ISceneManager.ISceneManager(irr.scene.ISceneManager* manager) which requires a pointer to a another ISceneManager and how do I get such a pointer in C#?
by jun
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...
by jun
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.
by jun
Fri Dec 08, 2006 12:32 am
Forum: Beginners Help
Topic: Do I need a CollisionResponseAnimators for each node?
Replies: 3
Views: 266

Well, I just tried it, and I don't think I can. The second argument of CreateCollisionResponseAnimator is a scene node, so you must have to make one for every scene node.
by jun
Thu Dec 07, 2006 5:16 pm
Forum: Beginners Help
Topic: Problems with CollisionResponseAnimator and movement
Replies: 4
Views: 310

the last value in CreateCollisionResponseAnimator() is the slide factor. Maybe that's it. Might help if you post your call to that function.
by jun
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...