Search found 30 matches

by ChrML
Sun Mar 11, 2007 9:27 pm
Forum: Game Programming
Topic: Tokomak's GetPos and GetRotationQ returning QNAN
Replies: 2
Views: 1380

Tokomak's GetPos and GetRotationQ returning QNAN

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 ...
by ChrML
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 ...
by ChrML
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 ...
by ChrML
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

Ah, thanks! Installed MesaLib, XFree86-devel, and fontconfig-devel, and it compiled smootly! :) Thanks, I should've thought of dependencies earlier, however, I'm used to releases with a "configure" script that reports things like that.
by ChrML
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 ...
by ChrML
Sat Feb 26, 2005 4:25 pm
Forum: Advanced Help
Topic: [SOLVED]MinGW refuses to compile ColDet!
Replies: 1
Views: 436

Got it working :). I exchanged the line with

return int(bt-&(*(m_Triangles.begin())));

Then it compiled nicely. About the other error, stupid me had forgot returning the pointer to the CollisionModel3D instance I created in a function.
by ChrML
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 ...
by ChrML
Sat Feb 26, 2005 1:44 pm
Forum: Advanced Help
Topic: Menu System
Replies: 6
Views: 829

You simply let your menuitems draw themselves after the scenemgr has done it's drawings :).
by ChrML
Sat Feb 26, 2005 1:41 pm
Forum: Beginners Help
Topic: Will this work with Delphi 2005?
Replies: 4
Views: 503

You can always translate the header files, and use the dll :). I don't really recommend making 3D games in Delphi though. Delphi code is quite slow compared to C++, and if you already know Delphi and it's secrets, it shouldn't take long to learn C++.
by ChrML
Fri Feb 25, 2005 10:31 pm
Forum: Advanced Help
Topic: Irrlicht for Playstation 2 Linux
Replies: 10
Views: 1745

What would be nice is if you made a modification to the engine with the same header interface, so games can be compiled with little/no changes. Ofcourse only if the user use the standard C++ library, and Irrlicht.
by ChrML
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

Oki, maybe I'll use the modeller after all :), as the engine can never know where the rotation center was from before if there are no simple function for it ;). Thanks anyway.
by ChrML
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 ...
by ChrML
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 ...
by ChrML
Fri Feb 25, 2005 7:16 pm
Forum: Advanced Help
Topic: Irrlicht for Playstation 2 Linux
Replies: 10
Views: 1745

What you can do is that you see what functions any PS2 library has, then you exchange the OpenGL stuff with calls to that library (so Irrlicht becomes sort of an abstraction layer, which it already is, lol) I don't know how PS2 development works, but I guess there is some C/C++/[insert language ...
by ChrML
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.