Search found 41 matches

by marrabld
Wed Jun 03, 2009 12:05 pm
Forum: Beginners Help
Topic: Best way to transition between loading screen and levels
Replies: 7
Views: 958

I didn't think I needed to delete the object, i figured that device->drop() would be fine, but when that didn't work I thought it might help ... it didn't :-( I am really at a loss, I might see if I can find another computer that I can try it on to see if is my computer, but that just seems unlikely...
by marrabld
Wed Jun 03, 2009 5:24 am
Forum: Beginners Help
Topic: Best way to transition between loading screen and levels
Replies: 7
Views: 958

Thanks for the reply sp00n, I don't think so as they render fine if I run them independently. Just a thought, I am using the Bullet engine which seems to open a couple of threads, which is also making it hard for me to debug. Any thoughts on how I can make sure all the threads are re-initialised wit...
by marrabld
Tue Jun 02, 2009 11:17 am
Forum: Beginners Help
Topic: Best way to transition between loading screen and levels
Replies: 7
Views: 958

* UPDATE * Adding cout<<"Test string"<<endl; into the drawing loop makes the program spit out said 'test string' to the command prompt but the window will still not render. Well the inside of the window at least, the window border does still print out the frames per second. Like I said, I ...
by marrabld
Mon Jun 01, 2009 7:38 am
Forum: Beginners Help
Topic: Best way to transition between loading screen and levels
Replies: 7
Views: 958

Best way to transition between loading screen and levels

I am trying to write a little bit of code to present the user with a simple GUI before loading my game. This is what I came up with gameEngine* game = new gameEngine(fullscreen, music, shadows, additive, vsync, driverType); while (State != DONE) { switch (State) { case LOADING: State = game->loadScr...
by marrabld
Sat May 23, 2009 2:14 pm
Forum: Beginners Help
Topic: Custom loading scene
Replies: 6
Views: 471

*laughs* well that's the thing about asking for help isn't it. You may not get the answers you want.

I am sorry I misunderstood you question. Good luck
by marrabld
Sat May 23, 2009 1:40 pm
Forum: Beginners Help
Topic: Custom loading scene
Replies: 6
Views: 471

per pixel lighting example --> scene::IMesh* tangentMesh = smgr->getMeshManipulator()->createMeshWithTangents( roomMesh->getMesh(0)); I used this with a .3ds file I made in Blender and it worked fine. not sure about your second question, i always have lighting in my scenes. Isn't that the point?
by marrabld
Tue May 19, 2009 12:48 pm
Forum: Beginners Help
Topic: [solved] type casting vectors. btVector --> vector3df
Replies: 9
Views: 796

Thanks for you help guys.

A bit embarrassed to admit. In my constructor I used

Code: Select all

 btRigidBody* body = new btRigidBody(rbInfo);
When I should have had

Code: Select all

  body = new btRigidBody(rbInfo);
As I had allready defined body as a member in the class

:-( I won't make that mistake again.
by marrabld
Mon May 18, 2009 11:56 am
Forum: Beginners Help
Topic: [solved] type casting vectors. btVector --> vector3df
Replies: 9
Views: 796

P.S I did remove the animator, it was an artefact of the demo I hacked for testing purposes. It has made no difference
by marrabld
Mon May 18, 2009 11:53 am
Forum: Beginners Help
Topic: [solved] type casting vectors. btVector --> vector3df
Replies: 9
Views: 796

OK, appreciate the help so far. the revised code after taking on your comments is if(physics.body && test) { btVector3 testVector = physics.body->getCenterOfMassPosition(); const f32 x = testVector[0]; const f32 y = testVector[1]; const f32 z = testVector[2]; const core::vector3df v (x, y, z...
by marrabld
Sun May 17, 2009 4:18 am
Forum: Beginners Help
Topic: [solved] type casting vectors. btVector --> vector3df
Replies: 9
Views: 796

Thanks for the reply Erwin, I have looked at your code, very impressive. However, I am still not sure why my code isn't working. What is the difference between my code test->setPosition(core::vector3df((f32)testVect[0], (f32)testVect[1], (f32)testVect[2])); And your code m_irrNodes[i]->setPosition(c...
by marrabld
Sat May 16, 2009 1:46 pm
Forum: Beginners Help
Topic: Why do I see the inside of the cube instead of the outside
Replies: 3
Views: 403

What model format would you suggest to export from blender as?
by marrabld
Sat May 16, 2009 1:38 pm
Forum: Beginners Help
Topic: [solved] type casting vectors. btVector --> vector3df
Replies: 9
Views: 796

[solved] type casting vectors. btVector --> vector3df

Hi can anyone help explain why when I try to synchronise my irrlicht node with my bullet node I get a seg fault My Code :: // create test cube scene::ISceneNode* test = smgr->addCubeSceneNode(60); // let the cube rotate and set some light settings scene::ISceneNodeAnimator* anim = smgr->createRotati...
by marrabld
Sat Jan 17, 2009 10:33 am
Forum: Beginners Help
Topic: Pathfinding using the .aas file
Replies: 5
Views: 705

OK cheers there are a few good ideas there. I am going to try the surface normals approach first as there are already lots of quake maps available, and making my own is another task I would prefer to avoid.
by marrabld
Fri Jan 16, 2009 1:30 pm
Forum: Beginners Help
Topic: Pathfinding using the .aas file
Replies: 5
Views: 705

Thanks for taking the time to reply Yes I did, I can find the Arena Awareness header file which uses the information in the .aas file but cant find information on the file structure itself. I can't even read the file at the mo. I have an idea of what is in there but don't have enough of a handle on ...
by marrabld
Thu Jan 15, 2009 12:17 pm
Forum: Project Announcements
Topic: Argorha Pathfinding (In a polygon soup)
Replies: 23
Views: 9565

I am in complete mode, not sure why its not working. I tried your binary file in Vista. I would love to see a complete stand alone library with API for any quake map. but that might be expecting a bit much I suppose ;-).