Search found 12 matches
- Sat Jan 27, 2007 11:38 pm
- Forum: Beginners Help
- Topic: wierd problem with drawing 3d box around terrain
- Replies: 2
- Views: 164
perfect, that did the trick. I'm not sure what the material is for (probably not the same as the materials in Newton right? What's the difference?). I've tried to use the same implementation to draw a box around my animatedX mesh but I just can't seem to get it to appear around the node the mesh is ...
- Wed Jan 24, 2007 2:13 am
- Forum: Beginners Help
- Topic: wierd problem with drawing 3d box around terrain
- Replies: 2
- Views: 164
wierd problem with drawing 3d box around terrain
Hey, I have this 3rd person camera system kind of like WoW and just recently I drew a 3dbox around the terrain (to debug) and sometimes on startup the character is at the edge of the box even though his position is closer to the middle of the terrain. Then at certain angles (when I rotate my camera)...
- Mon Jan 22, 2007 6:28 am
- Forum: Beginners Help
- Topic: Debug IPhysics
- Replies: 6
- Views: 381
Last time I checked your version didn't download right for me so I just waited but never got around to downloading it. Now I did and looked over your code and it's pretty much exactly the same as how I implemented dynamic meshes and the debug code (except now my lines actually show up in color since...
- Sun Jan 21, 2007 9:34 am
- Forum: Beginners Help
- Topic: Debug IPhysics
- Replies: 6
- Views: 381
- Sun Jan 21, 2007 7:14 am
- Forum: Beginners Help
- Topic: Debug IPhysics
- Replies: 6
- Views: 381
Sio, I checked out the source and it's a very clean implementation and I finally did get a bounding box to display around my terrain but I tried the same thing on my AnimatedMeshX scene node that has my mesh and my meshes convex hull collision geometry attached to it and I can't get a bounding box t...
- Sat Jan 20, 2007 8:57 pm
- Forum: Beginners Help
- Topic: Debug IPhysics
- Replies: 6
- Views: 381
Debug IPhysics
This is to the IPhysics users or to those who have integrated Newton into their game. I'm trying to show the collision geometry but in the newton tutorials it uses openGL. I don't want to include openGL in my code but for fun I tried anyway by linking the library files and adding the headers. It sti...
- Mon Jan 15, 2007 8:05 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117554
@blindside I figured the same thing out once I had a good nights sleep. My addforceandtorque callback stopped but I used setbodyautofreeze to ignore so it keeps calling my callback. The only thing is that my settransform callback isn't called anymore either. I'm trying to figure out how to get it up...
- Sun Jan 14, 2007 8:20 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117554
I've wrapped my mesh in a convex hull and had it fall from the sky onto my terrain created by a treecollision (from IPhysics). My mesh falls nicely (actually slowly like moon physics for some reason, my fps is around 50) and bounces off the terrain and eventually settles but from then on when I move...
- Fri Jan 12, 2007 7:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Examples running slow...
- Replies: 5
- Views: 687
it seems like ever since I've upgraded to irrlicht 1.2 things have gotten slower so I'm hesitant to incorporate newton physics untill I figure it out. Before, I used raknet to network and got up to 6 meshes on my level before things started to slow down. How do I change between texture levels of det...
- Tue Jan 09, 2007 8:26 pm
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117554
- Tue Jan 09, 2007 1:47 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117554
So I'm done making my SPhysicsDynamicMesh struct using the IAnimatedMeshX type and my mesh appears with texture and now falls with gravity but I can't position the node or rotate it by using setPosition or setRotation. Before when I used the SPhysicsStaticMesh that comes with IPhysics I could manual...
- Sun Jan 07, 2007 3:34 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117554
I've went through IPhysics and I'm a bit disappointed that it only supports static meshes. I've looked at the addentity(IPhysicsstaticmesh* mesh) and I'm not sure what makes the mesh static. Is it the octtree or that it uses an IMeshbuffer or what? Because I'm imagining that you would use the same t...