Search found 83 matches
- Fri Jan 29, 2010 9:22 pm
- Forum: Beginners Help
- Topic: how to iterate through a list of objects
- Replies: 8
- Views: 1024
brain freezeing up
trying to figure out the basics , am i on the right track here? #include <irrlicht.h> #include <fstream.h> #include "moon.cpp" #include <vector> #include <string> using namespace std; using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace i...
- Fri Jan 29, 2010 7:45 pm
- Forum: Beginners Help
- Topic: Single KeyPress
- Replies: 4
- Views: 1113
- Mon Jan 25, 2010 5:52 am
- Forum: Beginners Help
- Topic: TPP Camera in Irrlicht :?:
- Replies: 1
- Views: 369
- Sat Jan 23, 2010 8:50 pm
- Forum: Beginners Help
- Topic: Keyboard and Mouse input
- Replies: 5
- Views: 820
http://irrlicht.sourceforge.net/docu/example004.html
covers how to capture keyboard input pretty well
covers how to capture keyboard input pretty well
- Wed Jan 20, 2010 7:35 pm
- Forum: Beginners Help
- Topic: how to iterate through a list of objects
- Replies: 8
- Views: 1024
- Wed Jan 20, 2010 1:46 pm
- Forum: Beginners Help
- Topic: how to iterate through a list of objects
- Replies: 8
- Views: 1024
- Wed Jan 20, 2010 11:30 am
- Forum: Beginners Help
- Topic: how to iterate through a list of objects
- Replies: 8
- Views: 1024
so this would be functioning code? list<ISceneNode *> lPlanets; list<ISceneNode *>::Iterator it; for (it=lPlanets.begin(); it!=lPlanets.end(); it++) { ISceneNode *pPlanet=*it; if (pPlanet) { // insert function to fill in info for the planet from a text file or db // ie pPlanet.xCoord, pPlanet.yCoord...
- Wed Jan 20, 2010 9:38 am
- Forum: Beginners Help
- Topic: how to iterate through a list of objects
- Replies: 8
- Views: 1024
how to iterate through a list of objects
I am trying to simplify the creation of objects in the game. for example the planets. an i going about the right line of thought with this? the next step would be to save and read from a file/database the information and create the objects with the saved info then to use this loop to create the actu...
- Wed Jan 20, 2010 8:07 am
- Forum: Beginners Help
- Topic: Cant rotate a mesh
- Replies: 2
- Views: 448
Cant rotate a mesh
Im using arrays cockpit flight controls to control the node and make the camera and heres the node setup info IAnimatedMesh* mesh = smgr->getMesh("../../media/shuttle/shuttle9.3ds"); if (!mesh) { device->drop(); return 1; } IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode( me...
- Thu Jan 14, 2010 12:30 pm
- Forum: Code Snippets
- Topic: Delta time
- Replies: 2
- Views: 4073
- Thu Jan 14, 2010 10:55 am
- Forum: Beginners Help
- Topic: how to read the API
- Replies: 7
- Views: 769
- Mon Jan 11, 2010 3:08 am
- Forum: Beginners Help
- Topic: how to read the API
- Replies: 7
- Views: 769
- Mon Jan 11, 2010 3:06 am
- Forum: Beginners Help
- Topic: spaghetti code and how to avoid it?
- Replies: 5
- Views: 640
I guess its a leap between the concept and implementation,, after some trial and error was able to put all the cockpit control into a class and wrap it up nice and neat i hope. now just trying to find the best way to wrap all the if(keys[irr::KEY_LEFT]) { Cockpit.turn(node1, -0.1); } cals into a cla...
- Mon Jan 11, 2010 2:45 am
- Forum: Beginners Help
- Topic: spaghetti code and how to avoid it?
- Replies: 5
- Views: 640
- Mon Jan 11, 2010 2:26 am
- Forum: Beginners Help
- Topic: spaghetti code and how to avoid it?
- Replies: 5
- Views: 640
spaghetti code and how to avoid it?
since im new to programming, any tips on what you can toss in sep files, what should be made into classes, functions and the best way to organize this? im thinking i should put all the cockpit functions into a class, but when i moved all the functions over to a seperate file started getting errors l...