Search found 20 matches
- Thu Feb 28, 2008 7:23 am
- Forum: Beginners Help
- Topic: Rotate around a point 3D
- Replies: 13
- Views: 1113
If A is parent to B, and A rotates , then B should also rotate. If A rotates around the Y axes (or the axis pointing up) then B also rotates around that axis. If all childs to A should not been rotates, then you can release / attach the parent - child relation as needed. Can you not simply rotate th...
- Wed Feb 27, 2008 8:16 pm
- Forum: Beginners Help
- Topic: Billboard animated textures from a sprite / tile map
- Replies: 2
- Views: 254
Thanks. Sounds like the solution i need. But when i access the getTextureMatrix(0) I begin to get assertions in the ireferencecounted.h file. I have tried to just assign the matrix to a variable, and not doing anything else like shown here. matrix4 m = effect->getMaterial(0).getTextureMatrix(0); The...
- Wed Feb 27, 2008 7:53 pm
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
Ok thanks. I am not using any animation. And will not be using bone animation. And i need not check every frame, because it is only when a bounding box intersection is true i check. So how about if a manually run through all the faces of the mesh, when i need to? Then the triangles must be positione...
- Wed Feb 27, 2008 2:11 pm
- Forum: Game Programming
- Topic: Files or Databases - Dateien oder Datenbanken
- Replies: 9
- Views: 1852
Why is it important to store the values in files or database that often? Is that because it should be read as often? If it is not read that often, why not just store the variables in memory, and at a given interval dump the contens of the memory? Your example sounds like you are hitting the physical...
- Wed Feb 27, 2008 1:55 pm
- Forum: Beginners Help
- Topic: Best way to draw the map
- Replies: 1
- Views: 238
I'm sure that whichever engine you choose, you can most certainly do this. The grid could just be a layer you put on top of the level mesh. The grid layer could then draw its squares, and then you could look up the middle coordinate of the squares, when moving your units. It may not be neccesary to ...
- Wed Feb 27, 2008 1:22 pm
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
- Wed Feb 27, 2008 9:19 am
- Forum: Beginners Help
- Topic: Billboard animated textures from a sprite / tile map
- Replies: 2
- Views: 254
Billboard animated textures from a sprite / tile map
What is an easy way to use a tile-textures map (with fx 4 rows and 4 column of sprites), with the billboard texture animation? I have made an effect system, which right now uses billboard texture animation. But the problem is that each frame is stored in seperate files, and loaded into an array. I l...
- Tue Feb 26, 2008 11:12 am
- Forum: Advanced Help
- Topic: Mesh Loading
- Replies: 26
- Views: 3158
Yes i think that the irrlicht as it is supports youridea. Exporting every tank part as seperate meshes, would make blow up the tank easy. In irrlicht you could have a invisible node in the middle, and all other parts are children to this. The problem is then mixing animated parts like hatch, and sta...
- Mon Feb 25, 2008 10:59 pm
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
- Mon Feb 25, 2008 9:54 pm
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
I have tried to modify the collision tutorial, and it seems that i can create a similar effect there. one of the faeries is slowly rotating. If you keep pointing at her wing forexample, it is successfully colliding with most of the time. But at some angles after the wing have passed you there is aga...
- Mon Feb 25, 2008 8:45 pm
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
Hi. I only use static meshes. But I made all meshes IAnimatedMesh so that i later could animate if neccesary. So i thought it should be the same if a used the 0 frame, when it's all there are? I have just changed my code to use IMeshSceneNode all over. It gave the same result. It's like there are so...
- Sun Feb 24, 2008 11:34 am
- Forum: Beginners Help
- Topic: Problem with getCollisionPoint with rotating 3ds mesh
- Replies: 7
- Views: 558
Problem with getCollisionPoint with rotating 3ds mesh
Hi i have checked lots of collision threads, and im not sure if some of the solutions also covered my problem. Here it goes. I am doing collision detection in a top down 2d/3d space game. First i make a rough test with bounding box colision between my bullet / missile mesh and the enemies to save CP...
- Fri Aug 17, 2007 9:11 pm
- Forum: Beginners Help
- Topic: irrlicht takes the whole OS down with it??
- Replies: 14
- Views: 1207
Ahh thanks for the advice! So there were after all people out there with the problem :) I thought it were gone. I Nearly made it through the whole day without the error! But then suddenly it startet again. I think it often (not every time) is connected with an out of index array operation or similar...
- Fri Aug 17, 2007 6:44 am
- Forum: Beginners Help
- Topic: irrlicht takes the whole OS down with it??
- Replies: 14
- Views: 1207
Yes debugging. Good old debugging. I have spent quite some time debugging. Disabled everything in turn trying to narrow it down. But there simply was not consistency with what code i removed. The program itself does not crash. It's is something beneath. And i actually think i just now found the sour...
- Thu Aug 16, 2007 7:54 pm
- Forum: Beginners Help
- Topic: irrlicht takes the whole OS down with it??
- Replies: 14
- Views: 1207