Search found 30 matches
- Mon Nov 15, 2004 5:57 am
- Forum: Project Announcements
- Topic: Upgrade the particle system in the engine
- Replies: 5
- Views: 2439
OMG IT WORKS after hours of working to overhaul the particle system it works. i can taper off particles in the array and have cone affects. Due to alot of code in the engine being overhauled I sent it to the big guys for review before i post it here. If i dont hear back from him in a few days Ill su...
- Mon Nov 15, 2004 2:11 am
- Forum: Project Announcements
- Topic: Upgrade the particle system in the engine
- Replies: 5
- Views: 2439
Well none of that worked as i didnt really understand the particle process the irrlicht way of doing it. So not much of that code up there works. The data struct SParticle didnt have a spot to retain a size varible for each particle. It turns out there isnt a method that sets the size of the particl...
- Sun Nov 14, 2004 9:15 am
- Forum: Beginners Help
- Topic: What's it all about? Total n00b seeks help.
- Replies: 2
- Views: 501
- Sun Nov 14, 2004 9:10 am
- Forum: Beginners Help
- Topic: Invert Camera Mouse Control
- Replies: 7
- Views: 615
- Sun Nov 14, 2004 1:21 am
- Forum: Project Announcements
- Topic: Upgrade the particle system in the engine
- Replies: 5
- Views: 2439
well ive gotten the engine to compile with the new mod but it crashes when my program tries to call it, ya ok whats new im in the middle of debbuging it atm but ill post where i am at atm incase there are some clever suggestions. its giving me runtime check failure 0. the esp register is getting los...
- Sat Nov 13, 2004 9:58 pm
- Forum: Project Announcements
- Topic: Upgrade the particle system in the engine
- Replies: 5
- Views: 2439
im not sure about that NX project. Its not Niko's project right? Whats the skinny on that. Anyway I am almost there on a taperaffector class for particles. It will allow you to call a class affector that will resize the particle array with two floats. one will be taperfactor and the other is tapersc...
- Sat Nov 13, 2004 3:03 am
- Forum: Project Announcements
- Topic: Upgrade the particle system in the engine
- Replies: 5
- Views: 2439
Upgrade the particle system in the engine
I have just hit what seems to be a major limitation in the irrlicht engine. Particle affectors and Particle control. Ive been running around these boards soaking up help now im going to start to help out a bit. Here is my plan a joint effort to add more affectors to the particle system for effects. ...
- Sat Nov 13, 2004 2:53 am
- Forum: Advanced Help
- Topic: the difference between 360 and 0 ???
- Replies: 10
- Views: 1110
Here's my solution to the problem, but don't expect too much, 'cattywaumpus' is here also the case. I've got many gray hairs on that. f32 t = (timeMs-StartTime) * Speed; f32 length_new = cos(t); if (length_old < length_new) { if (trigger) { // Do something... trigger = false; } } else { trigger = t...
- Sat Nov 13, 2004 2:48 am
- Forum: Advanced Help
- Topic: the difference between 360 and 0 ???
- Replies: 10
- Views: 1110
How about having the server send both the actual current rotation and the current rotation rate then? You can't ever deduce better information on the client than the server already has available, and it's only a couple of bytes. your talking about a full vector3df so that 3 floats (might use signed...
- Fri Nov 12, 2004 8:25 pm
- Forum: Beginners Help
- Topic: Now particle direction on a dynamic object
- Replies: 5
- Views: 751
Well the intelsense still isnt working in my project on this project thats a bit annoying but the good news is it works. I can set the direction of the particles in the routine where i make the emitter node. Now i just need to assign it to a class link list so i can operate on it in the run loop on ...
- Fri Nov 12, 2004 6:41 pm
- Forum: Beginners Help
- Topic: Now particle direction on a dynamic object
- Replies: 5
- Views: 751
well snaged already. I loaded the source into vs c++ 2003.net and looked over it a bit. I had a thought to try to compile it the way it is now before i go jacking with it. Ok it compiled first shot I sat shocked almost how well that went, no to test it. I loaded my project and swaped the dll files. ...
- Fri Nov 12, 2004 5:49 pm
- Forum: Beginners Help
- Topic: Now particle direction on a dynamic object
- Replies: 5
- Views: 751
- Fri Nov 12, 2004 4:34 am
- Forum: Beginners Help
- Topic: Now particle direction on a dynamic object
- Replies: 5
- Views: 751
irr::scene::SParticle::vector = (vector3df(0,0,-.1) I was searching in the datafiles and found the struct that holds the emitter direction. I am attempting to alter it in this fashion, and getting the following error. c:\Game\Code\Spaceflight\spaceflight.cpp(990): error C2597: illegal reference to n...
- Fri Nov 12, 2004 3:55 am
- Forum: Beginners Help
- Topic: Now particle direction on a dynamic object
- Replies: 5
- Views: 751
Now particle direction on a dynamic object
Lets say im sending particles out the tail pipe on a space fighter. Thanks to some help here i got this to work. Now when you turn the ship how do you map the direction the particles are being emmitted to the inverse of the ships heading. I have the node set to be the child of the ship. I have set a...
- Fri Nov 12, 2004 3:44 am
- Forum: Beginners Help
- Topic: particle system crash
- Replies: 7
- Views: 568
No, the compiler wouldn't throw an error if smgr was not initialized. As long as the smgr pointer is declared ( i.e. ISceneManager* smgr; ) the compiler knows no difference. Actually, if a pointer is NULL or no longer valid, the run-time behavior is undefined. Yep right on the money. My little proj...