Search found 58 matches
- Tue Jan 25, 2005 3:02 am
- Forum: Beginners Help
- Topic: How do you create very large seemless terrians?
- Replies: 6
- Views: 1189
- Tue Jan 25, 2005 2:56 am
- Forum: Beginners Help
- Topic: Inventory GUI design
- Replies: 8
- Views: 719
- Sun Jan 23, 2005 10:05 pm
- Forum: Project Announcements
- Topic: Portal Rendering
- Replies: 4
- Views: 3337
- Sun Jan 23, 2005 10:00 pm
- Forum: Advanced Help
- Topic: Help with custom SceneNode
- Replies: 2
- Views: 416
Your render should be similar to: //! renders the node. void CMeshSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if (!Mesh || !driver) return; driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); Box = Mesh->getBoundingBox(); // for debug purposes only...
- Sun Jan 23, 2005 9:55 pm
- Forum: Beginners Help
- Topic: speech bubbles
- Replies: 13
- Views: 793
- Sun Jan 23, 2005 9:51 pm
- Forum: Beginners Help
- Topic: Collision detection between vector and Mesh
- Replies: 8
- Views: 642
colDet is what you think it is, a collision library. ;) It's pretty simple to use with Irrlicht. You just do this: CollisionModel *model = newCollisionModel(); model->addTriangle(....); model->addTriangle(....); model->addTriangle(....); ... model->finalize(); and then you can do mesh-mesh collision...
- Sun Jan 23, 2005 6:11 am
- Forum: Beginners Help
- Topic: Inventory GUI design
- Replies: 8
- Views: 719
- Sun Jan 23, 2005 3:51 am
- Forum: Beginners Help
- Topic: Inventory GUI design
- Replies: 8
- Views: 719
You could always do a 3D approach. Get mouse position irr::scene::ISceneCollisionManager::getRayFromScreenCoordinates to get a ray irr::scene::ISceneCollisionManager::getSceneNodeFromRayBB to get the node with which the ray collides (and hence the mouse is hovering over.) And I guess you could put t...
- Sun Jan 23, 2005 3:19 am
- Forum: Project Announcements
- Topic: Free hosting for irrlicht projects!
- Replies: 16
- Views: 4947
- Sun Jan 23, 2005 3:18 am
- Forum: Open Discussion and Dev Announcements
- Topic: Where's Irrlicht going?
- Replies: 14
- Views: 1417
Where's Irrlicht going?
What's happening to Irrlicht development right now? I love Irrlicht and everything, but it's so limited. I've made far too many modifications to Irrlicht, so I know for sure it's missing a lot of things and some of it needs to be rebuilt to support features like VBOs and normal mapping. And yes, I k...
- Sun Jan 23, 2005 3:14 am
- Forum: Open Discussion and Dev Announcements
- Topic: rotating parts
- Replies: 6
- Views: 774
- Sun Jan 23, 2005 3:11 am
- Forum: Advanced Help
- Topic: Flashlight
- Replies: 2
- Views: 604
Flashlight
Does anyone know how to do a semi-decent flashlight (shining on a Q3Level[hence lightmapped quadtree scenenode])? I'm thinking something like HL1 flashlight would be OK. I know the HL1 flashlight isn't that great, but it's better than nothing. Right now I'm just doing a billboard a static distance i...
- Sun Jan 23, 2005 3:05 am
- Forum: Beginners Help
- Topic: speech bubbles
- Replies: 13
- Views: 793
- Sun Jan 23, 2005 3:02 am
- Forum: Beginners Help
- Topic: Building on tech demo - targeting a node and smart targeting
- Replies: 3
- Views: 394
Your best solution for hitting the characters and stuff is to do real physics. So when you shoot a fireball you add an entity that you keep track of it. You keep track of its position and velocity. Each frame you use the time delta to determine how far to move the fireball. You also make a line from...
- Sun Jan 23, 2005 2:54 am
- Forum: Beginners Help
- Topic: torque
- Replies: 2
- Views: 307
With what engine? I sure hope you don't mean Irrlicht, because Irrlicht isn't an engine in the sense of Torque. It handles rendering stuff and has a few other goodies to help out new game programmers, but it's far from an engine like Torque. And as far as C goes, you better learn it first before doi...