Search found 157 matches
- Wed Feb 09, 2011 10:36 am
- Forum: Game Programming
- Topic: Game Networking Issues
- Replies: 8
- Views: 2755
If you're receiving packets from another computer (typically if you are the server) and you are behind a router you need to forward the ports that you're using. What this does is when your router receives a packet on that port, port forwarding directs that packet to the appropriate IP address on ...
- Thu Dec 24, 2009 1:11 am
- Forum: Beginners Help
- Topic: Using OpenSteer with Irrlicht
- Replies: 2
- Views: 565
You see, that's exactly what I needed. Had a look through that and it looks alot simpler to implement than I thought. Seems like all I need to do is inherit from the SteerLibraryMixin, call the steerFor/steerTo functions that I need, convert the STL vector to an Irrlicht one, then feed that vector ...
- Wed Dec 23, 2009 10:41 pm
- Forum: Beginners Help
- Topic: Using OpenSteer with Irrlicht
- Replies: 2
- Views: 565
Using OpenSteer with Irrlicht
Hello again. I was asking about navmeshes a little while ago, but I'm still looking at other options for how to handle my AI. Just for info, as far as my navmesh goes, I can generate an array of data from the mesh itself but I'm stuck on getting the program to work out which ones are connected, but ...
- Tue Dec 15, 2009 9:09 pm
- Forum: Beginners Help
- Topic: Using a navmesh for pathfinding
- Replies: 7
- Views: 4682
- Tue Dec 15, 2009 11:27 am
- Forum: Beginners Help
- Topic: Using a navmesh for pathfinding
- Replies: 7
- Views: 4682
Cool, theres a few things I don't need to ask about any more.
I was aware that I can add in terrain costs and any other movement related costs onto the G score to help A* work out the optimal path, it's something I was planning on using a little bit, or at least making sure I have the means to use ...
I was aware that I can add in terrain costs and any other movement related costs onto the G score to help A* work out the optimal path, it's something I was planning on using a little bit, or at least making sure I have the means to use ...
- Tue Dec 15, 2009 4:42 am
- Forum: Beginners Help
- Topic: Using a navmesh for pathfinding
- Replies: 7
- Views: 4682
Using a navmesh for pathfinding
I'm starting off a new project and I'm assembling all the tools and techniques I'll need to do it. I'm looking at using A* pathfinding on a navmesh, but there's a few gaps in my understanding that I need a bit of help with.
First of all, I understand the basics of A* and a navmesh, but I'm not sure ...
First of all, I understand the basics of A* and a navmesh, but I'm not sure ...
- Mon Oct 12, 2009 7:10 am
- Forum: Beginners Help
- Topic: RealisticWater node with V1.6
- Replies: 7
- Views: 921
- Fri Jun 26, 2009 3:55 pm
- Forum: Beginners Help
- Topic: Hidden game media
- Replies: 10
- Views: 1158
That's true, no matter what you do, someone who really wants to is gonna get to your files. The only thing you can do is try to make it more difficult, or at least make it so the average user can't get to them. Once I get around to it for my own project, I intend to encrypt my files or at least make ...
- Sat May 16, 2009 8:21 am
- Forum: Beginners Help
- Topic: Making a brick wall in Irrnewt.
- Replies: 1
- Views: 479
Possibly use a collision callback so you can refuse the collision between the parts of the wall and the player collision mesh but allow it if the collision is between the ball and the wall (or anything else that needs to break the wall). Not sure how to do this exactly, but I know IrrNewt would let ...
- Fri May 01, 2009 1:23 am
- Forum: Beginners Help
- Topic: callbacks with physics
- Replies: 8
- Views: 876
Hate to be the one to say it, but thing like IrrNewt aren't officially supported on these forums BUT, even though I'm not 100% on the question, the IrrNewt documentation and examples might help to clear things up a bit, I'm using an older SVN version, but the docs are in ..\IrrNewt\doc and the best ...
- Wed Apr 29, 2009 7:04 am
- Forum: Beginners Help
- Topic: Fit object inside camera view
- Replies: 9
- Views: 1706
Not sure exactly how to do what you're after, but there's a function that may help. In the ICameraSceneNode class, the function getViewFrustrum() returns a SViewFrustum struct which has a few things that may be useful to you
http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_camera_scene ...
http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_camera_scene ...
- Wed Apr 29, 2009 6:59 am
- Forum: Advanced Help
- Topic: Loading Mesh, external 3d model
- Replies: 1
- Views: 696
Not sure exactly what you need to do, but a heirarchy like that may be possible by loading each model as an individual node and setting each one as a child of your main node. This way, you can move the whole structure by moving the parent node, and can also adjust the details of each one relative to ...
- Mon Apr 06, 2009 4:18 am
- Forum: Beginners Help
- Topic: Image quality problem...
- Replies: 3
- Views: 589
- Mon Apr 06, 2009 4:15 am
- Forum: Beginners Help
- Topic: Find end point of line
- Replies: 2
- Views: 665
- Mon Apr 06, 2009 3:44 am
- Forum: Beginners Help
- Topic: render animated flat object
- Replies: 3
- Views: 651
Yeah this is definately possible, I was doing something kinda similar for a bit in one of my projects.
The way I did it was I make a quick 3d model of a flat plane (simpler for me to do it this way rather than doing it manually through Irrlicht) and got my textures (which I had in .png format so ...
The way I did it was I make a quick 3d model of a flat plane (simpler for me to do it this way rather than doing it manually through Irrlicht) and got my textures (which I had in .png format so ...