Search found 9 matches
- Wed Feb 20, 2008 9:57 am
- Forum: Project Announcements
- Topic: DarkSkies
- Replies: 6
- Views: 3747
Sure, but it don't has the demand to model the solar system correctly. So size, distance and movement of the planets are made to fit game requirements. Currently it is only a nice background and not connected to the physics engine or collision detection. You can fly through the moon for example. I t...
- Sun Feb 17, 2008 5:17 pm
- Forum: Project Announcements
- Topic: DarkSkies
- Replies: 6
- Views: 3747
DarkSkies.0.3
I released today DarkSkies-0.3. See http://sourceforge.net/projects/darkskies It has now a tutorial explaining the game controls and two fly around levels. So slowly it becomes a game and not only a feasibility study. The game is still source code only, so you must compile it yourself which is hopef...
- Fri Dec 21, 2007 9:06 pm
- Forum: Project Announcements
- Topic: Coming Back Home (Beta 1)
- Replies: 28
- Views: 5395
- Sun Dec 09, 2007 5:53 pm
- Forum: Project Announcements
- Topic: DarkSkies
- Replies: 6
- Views: 3747
Version 0.2
Hi, I released the version 0.2 of Dark Skies. The players ship is now controllable and can fly around. There are cameras on every side and one is following the ship to increase the feeling that it is really flying. :) The main game executable is nearly unchanged. I made a new example ship_arcade_con...
- Thu Nov 15, 2007 8:06 pm
- Forum: Project Announcements
- Topic: DarkSkies
- Replies: 6
- Views: 3747
DarkSkies
Hi, I started a space shooter game with Irrlicht and ODE. See http://sourceforge.net/projects/darkskies/ The game itself is at the very beginning but four examples showing the integration of Irrlicht and ODE are already finished. I develop it on Linux, so the sources just got a classical Makefile. B...
- Wed Jul 11, 2007 12:58 pm
- Forum: Beginners Help
- Topic: Irrlicht, iPhysics and Mac OS X
- Replies: 6
- Views: 725
Maybe it is a precision problem. Have you tried to slow down your game by increasing the steps of the physics engine per second? If your game calculates the pyhsics every 1 second for example then it can happen that a small object is before a wall and 1 second later behind the wall and the physics e...
- Sun Jul 08, 2007 1:55 pm
- Forum: Project Announcements
- Topic: 2D puzzle game
- Replies: 1
- Views: 664
2D puzzle game
I made a simple 2D photo puzzle game with Irrlicht. You can find it at
http://code.google.com/p/irrphotopuzzle/
I uploaded the source code, a Makefile and an example picture.
If you adapt the Makefile to your needs and pathes, it should be no problem to compile it. It's just one main.cpp
http://code.google.com/p/irrphotopuzzle/
I uploaded the source code, a Makefile and an example picture.
If you adapt the Makefile to your needs and pathes, it should be no problem to compile it. It's just one main.cpp
- Sun Jun 24, 2007 3:46 pm
- Forum: Bug reports
- Topic: [fixed]1.3.1 ITexture::getOriginalSize() & getSize() fli
- Replies: 2
- Views: 629
- Sat Jun 23, 2007 10:27 am
- Forum: Bug reports
- Topic: [fixed]1.3.1 ITexture::getOriginalSize() & getSize() fli
- Replies: 2
- Views: 629
[fixed]1.3.1 ITexture::getOriginalSize() & getSize() fli
In version 1.3.1 ITexture::getOriginalSize() returns the size of the texture scaled to the next power of 2.
And ITexture::getSize() returns the original size of the image.
Shouldn't it be like in the versions before and as it is documented?
And ITexture::getSize() returns the original size of the image.
Shouldn't it be like in the versions before and as it is documented?