Search found 58 matches

by MickeyKnox
Thu Jul 09, 2009 6:48 pm
Forum: Beginners Help
Topic: Compiling a tutorial for Windows with gcc/MinGW
Replies: 6
Views: 1701

What does 'strip the library' mean?
by MickeyKnox
Wed Jul 08, 2009 7:42 pm
Forum: Beginners Help
Topic: Compiling a tutorial for Windows with gcc/MinGW
Replies: 6
Views: 1701

Thanks for your explanations. I managed to compile the TerrainRendering Tutorial for Windows. This was actually quiet easy, i just had to specifie the compiler to use in the Makefile: all_win32: CXX = i586-mingw32msvc-g++ Then i run the resulting executible with wine and made a very interesting disc...
by MickeyKnox
Wed Jul 08, 2009 5:53 pm
Forum: Beginners Help
Topic: Compiling a tutorial for Windows with gcc/MinGW
Replies: 6
Views: 1701

Compiling a tutorial for Windows with gcc/MinGW

I would like to compile my game for Windows, and i would like to do that from a linux host (cross compiling). Thus, i installed MinGW. A first hello Windows test worked fine :D Now i want to compile one of the irrlicht tutorials, before bothering to compile my game. I stumbled over the libraries for...
by MickeyKnox
Mon Jun 22, 2009 9:20 am
Forum: Bug reports
Topic: [no bug] array.size() returns 0 after allocation
Replies: 5
Views: 824

hm.. first i decided to just accept your explanations. But then i tested another thing: I have this array with some memory allocated, but not initialized. Now i initialize the elements by hand in a for loop with the direct access operator []. After that, the size is still 0. In my opinion, an array ...
by MickeyKnox
Mon Jun 22, 2009 8:58 am
Forum: Bug reports
Topic: [nobug]getSceneNodeFromRayBB and Terrain
Replies: 6
Views: 854

I made a simple test case, that did not reproduce the bug i thought i discovered. Yesterday, when i stumbled over this problem, i just printed out the type of the returned SceneNode, which was a funny big number. I suspected it just wasn't initialized. Today i had a closer look at the type enum and ...
by MickeyKnox
Sun Jun 21, 2009 10:53 pm
Forum: Bug reports
Topic: [nobug]getSceneNodeFromRayBB and Terrain
Replies: 6
Views: 854

Allright, i'll do that tomorrow.
by MickeyKnox
Sun Jun 21, 2009 9:47 pm
Forum: Bug reports
Topic: [nobug]getSceneNodeFromRayBB and Terrain
Replies: 6
Views: 854

The parameter to getSceneNodeFromRayBB is only the ray, the ID i assigned to the Terrain is 1000.
by MickeyKnox
Sun Jun 21, 2009 6:12 pm
Forum: Bug reports
Topic: [nobug]getSceneNodeFromRayBB and Terrain
Replies: 6
Views: 854

[nobug]getSceneNodeFromRayBB and Terrain

When a ray collides with Terrain, the SceneNode given back by ISceneCollisionManager::getSceneNodeFromRayBB seems not to return the TerrainSceneNode: its ID is always -1, no matter what value i assign to the Terrain as its ID. I printed out the memory address of the SceneNode, which didn't match the...
by MickeyKnox
Sun Jun 21, 2009 5:30 pm
Forum: Beginners Help
Topic: How to keep a child of a SceneNode when removing it?
Replies: 2
Views: 498

That didn't help.
It just leads to another segfault, if i call ps->setParent(0) before adding the
DeleteAnimator. If i add the Animator first, i doesn't crash,
but the tail still vanishes immediately.

This looks all pretty strange to me...
by MickeyKnox
Sun Jun 21, 2009 3:58 pm
Forum: Beginners Help
Topic: How to keep a child of a SceneNode when removing it?
Replies: 2
Views: 498

How to keep a child of a SceneNode when removing it?

A rocket in my game is a billboard with a ParticleSystem attached to it (as a child). When i hit something, the billboard is removed, and so was the ParticleSystem, thus, the tail the rocket produced vanished immediately. Now i want to keep the tail another second or so. Well, i didn't succeded with...
by MickeyKnox
Sat Jun 20, 2009 8:11 pm
Forum: Beginners Help
Topic: Area Damage for Rockets, Grenades etc.
Replies: 11
Views: 1062

Well, i will check for those, that might be affected. My question was, if i can exclude SceneNodes from distance testing that are way out of range somehow, and if irrlicht offers some facilities to do so efficiently. Currently, there aren't so many SceneNodes in my game, so testing them all is feasi...
by MickeyKnox
Sat Jun 20, 2009 7:34 pm
Forum: Beginners Help
Topic: Area Damage for Rockets, Grenades etc.
Replies: 11
Views: 1062

Ok, i just check the distance for all SceneNodes in the Scene. I thought that would be
foolish and another way would be preferable.

Anyway, thanks for your help.
by MickeyKnox
Sat Jun 20, 2009 3:07 pm
Forum: Beginners Help
Topic: Area Damage for Rockets, Grenades etc.
Replies: 11
Views: 1062

But i still need that initial list of SceneNodes in range. Otherwise i would have to check the
distance to all SceneNodes in the Scene, which does not scale good: with lots af SceneNodes
this would take too long.
by MickeyKnox
Sat Jun 20, 2009 2:26 pm
Forum: Beginners Help
Topic: Area Damage for Rockets, Grenades etc.
Replies: 11
Views: 1062

Area Damage for Rockets, Grenades etc.

I would like an opponent to take damage when i fired a rocket on him, that did not actually hit him, but hit the ground close to him. Thus i would like to have a list of all ISceneNodes in some sphere. I would then calculate for all these SceneNodes there distance to the impact and apply damage acco...
by MickeyKnox
Sat Jun 20, 2009 2:18 pm
Forum: Bug reports
Topic: [no bug] array.size() returns 0 after allocation
Replies: 5
Views: 824

hm.. in my opinion the semantics of array.size() is to return the amount of merory that has been allocated for the specified type, not the number of elements that have been pushed into the array. This is the semantic for std::vector.size(), and think this handled similar in Java. Anyway, i think thi...