Here's CEventReceiver.h: #ifndef __CEVENTRECEIVER #define __CEVENTRECEIVER // Include headers #include <irrlicht.h> // Use namespaces using namespace irr; using namespace core; // Event Receiver Class class CEventReceiver : public IEventReceiver { public: CEventReceiver(); virtual bool OnEvent(SEven...
That's strange... I can't get past that smgr->drawAll(); in the examples either! Here's my code: #include <irrlicht.h> #include "CEventReceiver.h" #pragma comment(lib, "Irrlicht.lib") using namespace irr; using namespace core; using namespace gui; using namespace io; using namesp...
First, I downloaded Irrlicht 1.3.1 from the downloads page on the site. Everything compiled fine and everything was smooth. Then, I started using TortoiseSVN to keep up with updates. I tried compiling something and I got a runtime error while debugging. The line where it crashed had the code: smgr->...
There are many methods to learn C++ these days. Tutorials and e-books found on the internet are quite popular. I learned from a book I found at the public library! "C++ Primer Plus" by Stephen Prata was the name. It has a little over a thousand pages, if I remember... but if you really wan...
I'm using the code below for my simple 3D pong game: bool CEventReceiver::OnEvent(SEvent Event) { if (Event.EventType == EET_KEY_INPUT_EVENT) { if (Event.KeyInput.Key == KEY_UP) p2Paddle->setPosition(p2Paddle->getPosition() + vector3df(0.0f, 0.0f, 1.0f)); if (Event.KeyInput.Key == KEY_DOWN) p2Paddle...
There is an easier way of creating a equip system, skip all the attatching nodes to the skeleton blah blah junk PM me and I will send you the source. Well of course! I've sent you a PM. Blender wasn't cooperating... I had trouble weight painting. It's too bad I can't get that chunk of my life back....
Could you explain how that skeleton system works? I'm really confused as to how it works. Is the skeleton made with the model, do I have to set it myself, or what?
I've been trying to figure out a way to create a system where you can equip armor, weapons, accessories, etc. I do not know how to do this. I've heard of some kind of skeletal system, but I'm not sure how that works either...