*sound of penny dropping*
Right, now it makes sense :D Thanks for illuminating me.
So, I will have to move the bit that creates the collision response animator out into another function, to be called only when everything else about the object has been set up. So, the Init() function sets up the ...
Search found 23 matches
- Wed Nov 15, 2006 2:48 am
- Forum: Beginners Help
- Topic: setPosition strangeness
- Replies: 6
- Views: 575
- Tue Nov 14, 2006 11:47 pm
- Forum: Beginners Help
- Topic: setPosition strangeness
- Replies: 6
- Views: 575
Hi, thanks for the replies. I played about a bit, thinking about your suggestions, and I did indeed find that the problem seems to occur because I add the collision response animator when I set up the cube (i.e before I've had a chance to position it properly, meaning it's initialised to be at the ...
- Tue Nov 14, 2006 3:13 am
- Forum: Beginners Help
- Topic: setPosition strangeness
- Replies: 6
- Views: 575
setPosition strangeness
Hi,
I'm working on an entity factory which reads in information about entities from an XML file and sets them up in the world. So, I step through the XML file, find an entity, get its name as a string, and use its factory method to create a new entity of the right type and call an initialisation ...
I'm working on an entity factory which reads in information about entities from an XML file and sets them up in the world. So, I step through the XML file, find an entity, get its name as a string, and use its factory method to create a new entity of the right type and call an initialisation ...
- Thu Oct 12, 2006 11:18 pm
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
- Thu Oct 12, 2006 7:18 pm
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
- Thu Oct 12, 2006 11:30 am
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
- Thu Oct 12, 2006 12:26 am
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
So, if I understand this right...
The best approach is to give my game some kind of global input manager, one which inherits from IEventReceiver. This input manager will (if it needs to) check the current game state, and pass on any input messages to the parts of the game which might be interested ...
The best approach is to give my game some kind of global input manager, one which inherits from IEventReceiver. This input manager will (if it needs to) check the current game state, and pass on any input messages to the parts of the game which might be interested ...
- Wed Oct 11, 2006 6:32 pm
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
- Wed Oct 11, 2006 6:28 pm
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
I think Saturn may have come up with the answer for what I want. Inheriting from IEventReceiver means I only need to deal with OnEvent(), which I can then pass on to a wrapped camera. Admittedly, as Sudi said it means that the CCameraSceneNode I'd be wrapping will get the OnEvent() call, as well as ...
- Wed Oct 11, 2006 1:14 pm
- Forum: Beginners Help
- Topic: New camera type without changing Irrlicht
- Replies: 24
- Views: 2436
New camera type without changing Irrlicht
Hello,
The FPS and the Maya cameras are kinda useful for debugging, but not particularly good as game cameras, so I want to make my own. Thing is, I want to do it with as little editing of the Irrlicht files as possible, preferably no editing at all. Every solution I think of is causing problems ...
The FPS and the Maya cameras are kinda useful for debugging, but not particularly good as game cameras, so I want to make my own. Thing is, I want to do it with as little editing of the Irrlicht files as possible, preferably no editing at all. Every solution I think of is causing problems ...
- Thu Oct 05, 2006 12:14 pm
- Forum: Beginners Help
- Topic: Collision/Visiblity wackiness
- Replies: 5
- Views: 479
Cool. Incidentally, are the metatriangle selectors optimised in any way compared to using lots of seperate triangle selectors, or do they just act as a way to simplify the interface? And is there a way to treat the polygon soup of all the level collision tiles as an octree?
Also, is there something ...
Also, is there something ...
- Wed Oct 04, 2006 10:23 pm
- Forum: Beginners Help
- Topic: Collision/Visiblity wackiness
- Replies: 5
- Views: 479
Thanks for the heads-up on the Meta Triangle Selectors, got that running fine now. Out of interest, do you tend to uses one metatriangle selector for everything collidable in your game, or build a few metatriangle selectors, one for each group of objects (so, one for the level mesh, one for static ...
- Wed Oct 04, 2006 2:19 am
- Forum: Beginners Help
- Topic: Collision/Visiblity wackiness
- Replies: 5
- Views: 479
Collision/Visiblity wackiness
Hi,
I should probably start by explaining what I'm trying to do with regards to laying levels out in my game. I want to build 3D levels from a selection of "tiles" (kinda prefab sections of geometry which snap together - imagine a 2D tile engine, but using cubes instead of quads to add the 3rd ...
I should probably start by explaining what I'm trying to do with regards to laying levels out in my game. I want to build 3D levels from a selection of "tiles" (kinda prefab sections of geometry which snap together - imagine a 2D tile engine, but using cubes instead of quads to add the 3rd ...
- Fri Sep 29, 2006 5:07 pm
- Forum: Beginners Help
- Topic: static libs vs DLLs
- Replies: 6
- Views: 676
@ Acki: Did you use a method like the one in the thread I linked to in my first post to get it working as a lib? Or did you do something else.
I got my project setup to use DLLs, and thought I was done - until I realised I couldn't step into the Irrlicht function calls with a debugger :( Which has ...
I got my project setup to use DLLs, and thought I was done - until I realised I couldn't step into the Irrlicht function calls with a debugger :( Which has ...
- Thu Sep 28, 2006 8:00 pm
- Forum: Beginners Help
- Topic: static libs vs DLLs
- Replies: 6
- Views: 676
I guess I'd strip out the sample code for my project, I don't need it. But then that would create one more job to do (on top of updating code that used interfaces that have changed) if I want to update in the middle of a project, which could be a pain.
I'll probably end up running with DLLs for the ...
I'll probably end up running with DLLs for the ...