Search found 8 matches
- Mon Oct 15, 2007 5:54 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1444
I'm giving up on this. I managed to "fix" scene node and cameras (no extra target or position needed anymore and no gimbal locks - but not 100% implemented), but every change I make breaks more things elsewhere.... I have succeded in messing up some animators and collision detection. I'm not sure ...
- Mon Oct 15, 2007 7:43 am
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1444
garritg: If I am not mistaken, that might be, because you finally set new rotation by setRotation, which operates by euler angles... So again, if first angle is 90 degrees... As I see it there is no way around this in current version of Irrlicht, because node rotation is stored in euler angles, and ...
- Sun Oct 14, 2007 11:04 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1444
- Fri Oct 12, 2007 11:38 am
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1444
- Wed Oct 10, 2007 8:11 pm
- Forum: Advanced Help
- Topic: ISceneNode implementation and gimbal locks
- Replies: 10
- Views: 1444
ISceneNode implementation and gimbal locks
Aren't gimbal locks inherent due to Irrlicht's scene node design?
I checked and I see OGRE uses quaternion for relative scene node orientation, while irrlicht uses a vector.
Even if I use special "orientation" quaternion for my in-game object, I can't force it upon node, since only way to orient ...
I checked and I see OGRE uses quaternion for relative scene node orientation, while irrlicht uses a vector.
Even if I use special "orientation" quaternion for my in-game object, I can't force it upon node, since only way to orient ...
- Fri Oct 05, 2007 4:47 pm
- Forum: Beginners Help
- Topic: Game OO architecture
- Replies: 6
- Views: 768
Thanks, everyone. :)
So, I will just encapsulate ISceneNode* into my basic CSpaceShooterObject. This will make me put all my in-game objects into another container and do animation (based on thrust, gravity) in program's main loop...
Since the game i'm working on is simple and small this will be ...
So, I will just encapsulate ISceneNode* into my basic CSpaceShooterObject. This will make me put all my in-game objects into another container and do animation (based on thrust, gravity) in program's main loop...
Since the game i'm working on is simple and small this will be ...
- Fri Oct 05, 2007 8:53 am
- Forum: Beginners Help
- Topic: Game OO architecture
- Replies: 6
- Views: 768
Game OO architecture
I have problem I can't decide about.
What would be the best way to structure game application, more specifically in-game objects. I'm writing simple space shooter, so i need few types of aircraft, asteroids, and so on. Of course these need some attributes, like remaining fuel, damage etc and they ...
What would be the best way to structure game application, more specifically in-game objects. I'm writing simple space shooter, so i need few types of aircraft, asteroids, and so on. Of course these need some attributes, like remaining fuel, damage etc and they ...
- Thu Sep 27, 2007 6:21 pm
- Forum: Bug reports
- Topic: drawVertexPrimitiveList(...) and scene::EPT_QUADS
- Replies: 2
- Views: 796
drawVertexPrimitiveList(...) and scene::EPT_QUADS
Hello.
QUADS can be drawn only with OpenGL driver. I cheked D3D driver (cpp file) and EPT_QUADS is missing from switch statement. I gues it's not supposed to be so?
A note in documentation at least. I just spent few hours debugging "my" code.

QUADS can be drawn only with OpenGL driver. I cheked D3D driver (cpp file) and EPT_QUADS is missing from switch statement. I gues it's not supposed to be so?
A note in documentation at least. I just spent few hours debugging "my" code.