Search found 41 matches

by MACARRAUM
Wed Nov 15, 2006 6:56 pm
Forum: Project Announcements
Topic: RTS DEMO
Replies: 32
Views: 10497

hi, sorry i dont have the source code or dll, not work more with the Game Maker :D
by MACARRAUM
Sat Jan 28, 2006 3:41 am
Forum: Beginners Help
Topic: To all Visual C++ 2005 Express Edition users
Replies: 7
Views: 1145

irrlicht no, but another libs yes :lol:
by MACARRAUM
Wed Jan 04, 2006 3:30 am
Forum: Beginners Help
Topic: Using SDL with Irrlicht
Replies: 5
Views: 1730

easy man see my coode:

/***************************************
Testes com SDL - INPUT
por Maycon Amaral
***************************************/

#include <windows.h>

#include <SDL/SDL_getenv.h>
#include <SDL/SDL.h>
#include <SDL/SDL_syswm.h>

#include <irrlicht.h>

#pragma comment ...
by MACARRAUM
Thu Sep 15, 2005 11:07 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

Hi puh :) thanks!

Yeah, my ODE lib is static for mingw, i´m used for this demo DevCPP, ODE and of course IRRLICHT :lol:

My ODE static lib for mingw - With TriMesh Single Precision ( work in IDE - DevCPP :D ): http://www.thunderstorm.com.br/downloads/Grupo_Estudos_C/ODE-Single-TriMesh.rar

And ...
by MACARRAUM
Thu Sep 15, 2005 9:17 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

now i´m working in car control and player control using ODE for physical simulation, the character physics is more hard to make, but the work progress is good, soo i have something. I need study more ray sensor for check jump and wall collision for make player control perfect :)

Here is my Car ...
by MACARRAUM
Fri Sep 09, 2005 10:07 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

use IRRLICHT collision system, its return the point of collision and of corse, if object collided.
by MACARRAUM
Wed Sep 07, 2005 7:26 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

sorry double post sux : /
by MACARRAUM
Wed Sep 07, 2005 7:24 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

ok ODE is not perfect, but which engine free of physics is perfect? I am working in a commercial project, and we study all current engine for commercial projects (ODE, Newton, Tokamak), and after some tests and discutions, we arrive the opinion that best is the ODE. It possesss some errors, but that ...
by MACARRAUM
Tue Sep 06, 2005 4:19 pm
Forum: Beginners Help
Topic: ODE or IrrCollision
Replies: 20
Views: 3987

first ODE not dead. for me ODE is the most "professional" quality Physics Lib. And it OpenSource :D

second, ODE forum: http://ode.petrucci.ch/
by MACARRAUM
Thu Sep 01, 2005 4:44 am
Forum: Project Announcements
Topic: new, finished game ( Hells Bells )
Replies: 17
Views: 5492

quote: Can anyone beat 12.8 seconds on level 1?



11.92 Wink
Image
:lol:
by MACARRAUM
Wed Aug 31, 2005 11:25 pm
Forum: Project Announcements
Topic: new, finished game ( Hells Bells )
Replies: 17
Views: 5492

hehehe good game guy, simple but funny :lol:

please send code for me: maycon_s_amaral(at)hotmail.com
by MACARRAUM
Mon Aug 15, 2005 10:14 pm
Forum: Beginners Help
Topic: Compiling Irrlicht problem...
Replies: 6
Views: 1175

In case that you it wants to compile the IRRLICHT with support to the DirectX, already a ready DevPack for the DevCPP exists.

For download in its proper system of Downloads de Packs. It looks in the cession 3D Graphics. In case that M$ VC is using, it is enough to have DirectX SDK installed and ...
by MACARRAUM
Sat Jul 30, 2005 4:37 pm
Forum: Beginners Help
Topic: Pong Ball Physics
Replies: 5
Views: 1084

or try use Physics Libaries ( ODE, NEWTON, TOKAMAK, TRUEAXIS ) :lol:
by MACARRAUM
Fri Jul 08, 2005 5:31 pm
Forum: Advanced Help
Topic: MD3 FULL CHARACTER BODY WITH ANIMATIONS
Replies: 10
Views: 1477

IRRLICHT doesent support for load MD3 models, but IRRLICHT-NX have this support, search in section links.
by MACARRAUM
Thu Jul 07, 2005 6:56 pm
Forum: Advanced Help
Topic: Tokamak TerrainMesh grab Terrain Mesh Buffer
Replies: 2
Views: 938

Hi guys, i found solution for TOKAMAK triMesh !!!!!!

// Parte de Terreno ( Irrlicht + Tokamak )

typedef class Criar_Terreno* Terreno;

class Criar_Terreno
{
private:

IAnimatedMesh* mesh;

ISceneNode* node;

vector3df posicao;

public:

Criar_Terreno( float x,float y,float z )
{
posicao.X ...