Hey Folks,
I'm trying to adapt tutorial #14 for MFC but am only getting a blank black window. I know the Irrlicht device is drawing something because it turns black. But there are no shapes. I basically made a new MFC project and added some of the code from tutorial 14 to the CMainFrame class in a ...
Search found 36 matches
- Sun Jan 11, 2009 12:37 am
- Forum: Beginners Help
- Topic: Irrlicht Drawing a Blank MFC Window
- Replies: 1
- Views: 520
- Fri Jan 25, 2008 5:56 pm
- Forum: Beginners Help
- Topic: Snake game
- Replies: 8
- Views: 2110
- Mon Jan 21, 2008 8:09 am
- Forum: Beginners Help
- Topic: Newbie question
- Replies: 3
- Views: 430
- Mon Jan 21, 2008 8:02 am
- Forum: Beginners Help
- Topic: Mouse controlled spaceship and chase cam. [SOLVED]
- Replies: 5
- Views: 696
- Thu Jan 10, 2008 6:45 pm
- Forum: Advanced Help
- Topic: Does Irrlicht provide spatial indexing (searching) utility?
- Replies: 18
- Views: 1824
That book looks pretty interesting. Amazon reviews are pretty high. How about this one though? http://www.amazon.com/Game-Programming- ... im_b_img_5 Has anyone ready it or heard any positive/negative reviews?
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- Wed Jan 09, 2008 8:11 pm
- Forum: Beginners Help
- Topic: Adding object during game play
- Replies: 6
- Views: 835
- Wed Jan 09, 2008 7:30 pm
- Forum: Advanced Help
- Topic: Does Irrlicht provide spatial indexing (searching) utility?
- Replies: 18
- Views: 1824
I think hash<int, list<obj_reference>> would make it a little quicker to remove items from a bucket.
Also, in terms of a spatial grid, would an R-Tree be too costly to maintain? (http://en.wikipedia.org/wiki/R-tree)
Also, in terms of a spatial grid, would an R-Tree be too costly to maintain? (http://en.wikipedia.org/wiki/R-tree)
- Tue Jan 08, 2008 4:56 am
- Forum: Advanced Help
- Topic: Does Irrlicht provide spatial indexing (searching) utility?
- Replies: 18
- Views: 1824
- Mon Jan 07, 2008 11:36 pm
- Forum: Advanced Help
- Topic: Does Irrlicht provide spatial indexing (searching) utility?
- Replies: 18
- Views: 1824
In fact, it *is* a 3d space-based RTS and I am considering a unit count on par with Supreme Commander. So, ~5000 units max (all teams) would be about right. I'm thinking that the unit positions will tend to be very "clumpy" - that is many units will tend to be clustered around resources or bases ...
- Mon Jan 07, 2008 3:54 pm
- Forum: Advanced Help
- Topic: Does Irrlicht provide spatial indexing (searching) utility?
- Replies: 18
- Views: 1824
Does Irrlicht provide spatial indexing (searching) utility?
Hi folks, I am making an RTS and need a quick way to allow units to "see each other" by search through all scene nodes and determining who is within a certain proximity - like radar. I was thinking something along the lines of the octtree as defined by wikipedia (http://en.wikipedia.org/wiki/Octtree ...
- Thu Jan 03, 2008 7:21 pm
- Forum: Advanced Help
- Topic: I need a better way to mouse pick.
- Replies: 8
- Views: 1233
- Thu Jan 03, 2008 7:01 pm
- Forum: Advanced Help
- Topic: I need a better way to mouse pick.
- Replies: 8
- Views: 1233
Exactly, keless, this an RTS (perhaps I should have mentioned that in the first post, duh). So there will be potentially many hundred if not a couple thousand game pieces. I assume that getSceneNodeFromScreenCoordinatesBB does this in a more efficient manner than just checking every mesh with a for ...
- Thu Jan 03, 2008 4:39 am
- Forum: Advanced Help
- Topic: I need a better way to mouse pick.
- Replies: 8
- Views: 1233
I need a better way to mouse pick.
Hi folks,
I have a scene in which I may zoom far out and wish to still be able to easily determine which game piece the mouse is currently over. Currently I'm using this method:
irr::scene::ISceneNode* selectedSceneNode = smgr->getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(irr ...
I have a scene in which I may zoom far out and wish to still be able to easily determine which game piece the mouse is currently over. Currently I'm using this method:
irr::scene::ISceneNode* selectedSceneNode = smgr->getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(irr ...
- Mon Dec 17, 2007 1:26 am
- Forum: Off-topic
- Topic: Heap corruption detected using std::vector in threaded app
- Replies: 9
- Views: 2143
- Fri Dec 14, 2007 6:56 am
- Forum: Off-topic
- Topic: Heap corruption detected using std::vector in threaded app
- Replies: 9
- Views: 2143
Poorly. hehe. Here's the code:
Code: Select all
bool Lock(void)
{
if(!lock) {
lock=true;
return true;
}
else {
return false;
}
};