I've integrated Tokamak with my game. I've coded a system for physical elements (consisting of geometries) and a system that loads physical terrains into tokamak.
It works quite well, but sometimes Tokamak's GetPos and GetRotationQ manages to return me a position and a quaternion full of ##QNAN00's ...
Search found 30 matches
- Sun Mar 11, 2007 9:27 pm
- Forum: Game Programming
- Topic: Tokomak's GetPos and GetRotationQ returning QNAN
- Replies: 2
- Views: 1380
- Sat Jul 02, 2005 4:02 pm
- Forum: Advanced Help
- Topic: Large maps in 3DSMax!
- Replies: 3
- Views: 1050
I couldn't tell you much about performance, but if you want to use 10 100x100 chunks as a 1000x1000 chunk then you should do exactly as you were going to, texture map the 100x100s, but then tell them all to look into the same giant texture file and designate a space for each mesh. Once they're all ...
- Sat Jul 02, 2005 3:34 pm
- Forum: Advanced Help
- Topic: Large maps in 3DSMax!
- Replies: 3
- Views: 1050
Large maps in 3DSMax!
Hi all,
I'm making a huge and partially dynamic city / country for a game quite similar to the GTA gameplay using Irrlicht (ofcourse) only my goal is more realistic physics. Since the world is huge, everything can't stay loaded at once, so threads will do the loading of objects far away and ...
I'm making a huge and partially dynamic city / country for a game quite similar to the GTA gameplay using Irrlicht (ofcourse) only my goal is more realistic physics. Since the world is huge, everything can't stay loaded at once, so threads will do the loading of objects far away and ...
- Fri Mar 18, 2005 8:58 pm
- Forum: Advanced Help
- Topic: Problem compiling Irrlicht 0.8 at SuSe 9.2 with GCC!
- Replies: 2
- Views: 696
- Thu Mar 17, 2005 3:19 pm
- Forum: Advanced Help
- Topic: Problem compiling Irrlicht 0.8 at SuSe 9.2 with GCC!
- Replies: 2
- Views: 696
Problem compiling Irrlicht 0.8 at SuSe 9.2 with GCC!
Hi everyone,
I have a problem when compiling the Irrlicht source at SuSe 9.2, something that looks very much like errors in the source. When I type "make" inside /home/christian/temp/irrlicht/source/Irrlicht (which is where the source is extracted), I get compiler errors:
glext.h:4870: error ...
I have a problem when compiling the Irrlicht source at SuSe 9.2, something that looks very much like errors in the source. When I type "make" inside /home/christian/temp/irrlicht/source/Irrlicht (which is where the source is extracted), I get compiler errors:
glext.h:4870: error ...
- Sat Feb 26, 2005 4:25 pm
- Forum: Advanced Help
- Topic: [SOLVED]MinGW refuses to compile ColDet!
- Replies: 1
- Views: 436
- Sat Feb 26, 2005 2:27 pm
- Forum: Advanced Help
- Topic: [SOLVED]MinGW refuses to compile ColDet!
- Replies: 1
- Views: 436
[SOLVED]MinGW refuses to compile ColDet!
I've got a slight problem when using ColDet. It says that it is compatible with any ISO C++ compatible compiler, but MinGW returns this error when I run it's makefile to compile the library:
MAKE Version 5.2 Copyright (c) 1987, 1998 Inprise Corp.
g++ -c -O2 -DGCC coldet.cpp
In file included from ...
MAKE Version 5.2 Copyright (c) 1987, 1998 Inprise Corp.
g++ -c -O2 -DGCC coldet.cpp
In file included from ...
- Sat Feb 26, 2005 1:44 pm
- Forum: Advanced Help
- Topic: Menu System
- Replies: 6
- Views: 829
- Sat Feb 26, 2005 1:41 pm
- Forum: Beginners Help
- Topic: Will this work with Delphi 2005?
- Replies: 4
- Views: 503
- Fri Feb 25, 2005 10:31 pm
- Forum: Advanced Help
- Topic: Irrlicht for Playstation 2 Linux
- Replies: 10
- Views: 1745
- Fri Feb 25, 2005 10:27 pm
- Forum: Advanced Help
- Topic: Set a rotation center point other than 0,0,0 to a scenenode?
- Replies: 3
- Views: 633
- Fri Feb 25, 2005 7:34 pm
- Forum: Advanced Help
- Topic: Menu System
- Replies: 6
- Views: 829
Well, most systems like that are made by using C++'s lovely Object-Oriented-Programming. Have a class called "menu", with a list over pointers to classes called "menuitem", that has functions like menuitem->drawme(IVideoDriver* videodrv), and it knows it's X, and Y position on the screen, and it's ...
- Fri Feb 25, 2005 7:25 pm
- Forum: Advanced Help
- Topic: Modification of engine
- Replies: 11
- Views: 1940
nucleon: Huge objects are NEVER efficient, nor good looking, when rendered in 3D. All spacegames today uses tricks to make things look big. Keeping objects close, make sure they are rendered after closer objects, and scale them as they get closer should work quite well, I think. You will need to ...
- Fri Feb 25, 2005 7:16 pm
- Forum: Advanced Help
- Topic: Irrlicht for Playstation 2 Linux
- Replies: 10
- Views: 1745
- Fri Feb 25, 2005 7:11 pm
- Forum: Advanced Help
- Topic: Set a rotation center point other than 0,0,0 to a scenenode?
- Replies: 3
- Views: 633
Set a rotation center point other than 0,0,0 to a scenenode?
Is that possible? I need this for a physics engine I'm making. ISceneNode doesn't seem to have any member function doing that, and I don't want to do this in the modeller.