Search found 41 matches
- Wed Nov 15, 2006 6:56 pm
- Forum: Project Announcements
- Topic: RTS DEMO
- Replies: 32
- Views: 8645
- Sat Jan 28, 2006 3:41 am
- Forum: Beginners Help
- Topic: To all Visual C++ 2005 Express Edition users
- Replies: 7
- Views: 614
- Wed Jan 04, 2006 3:30 am
- Forum: Beginners Help
- Topic: Using SDL with Irrlicht
- Replies: 5
- Views: 1134
- Thu Sep 15, 2005 11:07 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
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 source ...
- Thu Sep 15, 2005 9:17 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
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 physi...
- Fri Sep 09, 2005 10:07 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
- Wed Sep 07, 2005 7:26 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
- Wed Sep 07, 2005 7:24 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
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...
- Tue Sep 06, 2005 4:19 pm
- Forum: Beginners Help
- Topic: ODE or IrrCollision
- Replies: 20
- Views: 1752
first ODE not dead. for me ODE is the most "professional" quality Physics Lib. And it OpenSource
second, ODE forum: http://ode.petrucci.ch/
second, ODE forum: http://ode.petrucci.ch/
- Thu Sep 01, 2005 4:44 am
- Forum: Project Announcements
- Topic: new, finished game ( Hells Bells )
- Replies: 17
- Views: 4065
- Wed Aug 31, 2005 11:25 pm
- Forum: Project Announcements
- Topic: new, finished game ( Hells Bells )
- Replies: 17
- Views: 4065
- Mon Aug 15, 2005 10:14 pm
- Forum: Beginners Help
- Topic: Compiling Irrlicht problem...
- Replies: 6
- Views: 418
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 conf...
- Sat Jul 30, 2005 4:37 pm
- Forum: Beginners Help
- Topic: Pong Ball Physics
- Replies: 5
- Views: 482
- Fri Jul 08, 2005 5:31 pm
- Forum: Advanced Help
- Topic: MD3 FULL CHARACTER BODY WITH ANIMATIONS
- Replies: 10
- Views: 994
- Thu Jul 07, 2005 6:56 pm
- Forum: Advanced Help
- Topic: Tokamak TerrainMesh grab Terrain Mesh Buffer
- Replies: 2
- Views: 569
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 = x; posicao.Y =...