Search found 25 matches
- Mon Oct 29, 2007 2:38 pm
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 51280
- Mon Oct 29, 2007 7:34 am
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 51280
Updated to compile with Bullet 2.63:
http://www.imtwelve.com/irrlicht_bullet_demo_stats.rar
Only minor changes to the source to reflect changes in Bullet API.
http://www.imtwelve.com/irrlicht_bullet_demo_stats.rar
Only minor changes to the source to reflect changes in Bullet API.
- Fri Oct 26, 2007 8:53 am
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
- Thu Oct 25, 2007 12:07 pm
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
- Mon Oct 22, 2007 2:26 am
- Forum: Project Announcements
- Topic: ALONE.....
- Replies: 25
- Views: 5365
- Sun Oct 21, 2007 4:40 am
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 164826
- Fri Oct 19, 2007 9:56 am
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
I guess if there was some sort of example code for Opcode usage in Irrlicht then i'd be inclined to go with that option.
So can anyone help with my irrNewt dll compiling errors or link some sort of example of Opcode in use?
I couldn't really figure out how to use Irrlicht's octtrees or nodes to be ...
So can anyone help with my irrNewt dll compiling errors or link some sort of example of Opcode in use?
I couldn't really figure out how to use Irrlicht's octtrees or nodes to be ...
- Tue Oct 16, 2007 11:43 am
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
- Thu Oct 11, 2007 7:44 am
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
- Wed Oct 10, 2007 2:14 pm
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
- Wed Oct 10, 2007 8:47 am
- Forum: Advanced Help
- Topic: Finding 'Point of Collision'
- Replies: 12
- Views: 2048
Finding 'Point of Collision'
We're trying to create our own physics for objects (and yes, we must do this, we cannot use third-party) but to do this we need to be able to calculate the point of collision between two objects.
We're using .irr files for the OCTTREE's (created with this code snippet: http://irrlicht.sourceforge ...
We're using .irr files for the OCTTREE's (created with this code snippet: http://irrlicht.sourceforge ...
- Thu Oct 04, 2007 9:42 am
- Forum: Code Snippets
- Topic: Loading a IRR scene the apply collision to static objects...
- Replies: 17
- Views: 14122
- Tue Jun 19, 2007 2:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Forum bots
- Replies: 5
- Views: 1045
If you still have bots, you must be really liked :p
If you really want to take it to a level they cant get through, you may want this also:
http://phpbb.mwegner.de/phpbb2/mods/ant ... index.html
=/ good luck!
If you really want to take it to a level they cant get through, you may want this also:
http://phpbb.mwegner.de/phpbb2/mods/ant ... index.html
=/ good luck!
- Wed May 23, 2007 4:51 pm
- Forum: Beginners Help
- Topic: Swapping/unloading meshes
- Replies: 2
- Views: 363
- Wed May 23, 2007 12:37 pm
- Forum: Beginners Help
- Topic: Swapping/unloading meshes
- Replies: 2
- Views: 363
Swapping/unloading meshes
I'm having a similar problem to this thread http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=17913 it was the closest i could find to what i wanted.
I'm trying to remove a map and then load another one. This is the code:
IAnimatedMesh* trackMesh;
ISceneNode* trackNode;
if (!initRun ...
I'm trying to remove a map and then load another one. This is the code:
IAnimatedMesh* trackMesh;
ISceneNode* trackNode;
if (!initRun ...