Instead of using it to create code, it would be really cool if it could also build a diagram/3D graph from pre-existing code. I know the parser would have to be a monster, but debugging your object relationships in 3D would be amazing.
Yes. It was created as student project. One of my schoolmates ...
Search found 15 matches
- Mon Apr 19, 2010 3:10 pm
- Forum: Project Announcements
- Topic: 3D development environment
- Replies: 4
- Views: 1936
- Mon Apr 19, 2010 2:18 pm
- Forum: Project Announcements
- Topic: 3D development environment
- Replies: 4
- Views: 1936
3D development environment
Hello,
I am working on 3D development environment for OOP languages. It means, that you can design your application in similar manners, that with UML. Then you can generate corresponding code. The difference is 3th dimension :). I am wondering, if anyone else is trying to do this.
You can find ...
I am working on 3D development environment for OOP languages. It means, that you can design your application in similar manners, that with UML. Then you can generate corresponding code. The difference is 3th dimension :). I am wondering, if anyone else is trying to do this.
You can find ...
- Mon Feb 01, 2010 9:33 am
- Forum: Beginners Help
- Topic: Collision with "invisible" triangles
- Replies: 1
- Views: 318
- Sat Jan 30, 2010 10:41 pm
- Forum: Beginners Help
- Topic: Collision with "invisible" triangles
- Replies: 1
- Views: 318
Collision with "invisible" triangles
Hello,
I am using ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay for getting triangles under mouse cursor. The problem is, that this method returns also triangles, which are invisible (viewed from backside). Is there some way to ignore theese triangles?
Thank you...
I am using ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay for getting triangles under mouse cursor. The problem is, that this method returns also triangles, which are invisible (viewed from backside). Is there some way to ignore theese triangles?
Thank you...
- Thu Nov 26, 2009 10:43 am
- Forum: Beginners Help
- Topic: User data in ISceneNode?
- Replies: 6
- Views: 605
Thanks for your replies. Using map is really good idea. The only disadvantage is, that STL has only one map implementation, which can find element in logN (as well as irr::core::map). I hope this will not be problem for big scenes, when many collision occurs in short while. Do you have experience ...
- Wed Nov 25, 2009 11:55 pm
- Forum: Beginners Help
- Topic: User data in ISceneNode?
- Replies: 6
- Views: 605
- Wed Nov 25, 2009 10:58 pm
- Forum: Beginners Help
- Topic: User data in ISceneNode?
- Replies: 6
- Views: 605
User data in ISceneNode?
Hello,
in my program, I use encapsulation of ISceneNode for creating various entities. For example:
class Car {
ISceneNode* node;
//...
};
Then I use CollisionManager for checking some collisions between entities. The problem is, that when collision happens, I know only ISceneNode, which ...
in my program, I use encapsulation of ISceneNode for creating various entities. For example:
class Car {
ISceneNode* node;
//...
};
Then I use CollisionManager for checking some collisions between entities. The problem is, that when collision happens, I know only ISceneNode, which ...
- Thu Nov 19, 2009 3:11 pm
- Forum: Beginners Help
- Topic: Advice on 3D selection
- Replies: 3
- Views: 530
- Mon Nov 16, 2009 6:33 pm
- Forum: Beginners Help
- Topic: 2 objects with material EMT_TRANSPARENT_VERTEX_ALPHA
- Replies: 3
- Views: 458
- Mon Nov 16, 2009 4:28 pm
- Forum: Beginners Help
- Topic: 2 objects with material EMT_TRANSPARENT_VERTEX_ALPHA
- Replies: 3
- Views: 458
2 objects with material EMT_TRANSPARENT_VERTEX_ALPHA
Hello,
I need to insert transparent object in other transparent object and so on (something like information cube).
When I insert "EMT_SOLID" object in "EMT_TRANSPARENT_VERTEX_ALPHA" object, it looks good. But when both of objects have material EMT_TRANSPARENT_VERTEX_ALPHA, one of them is drawn ...
I need to insert transparent object in other transparent object and so on (something like information cube).
When I insert "EMT_SOLID" object in "EMT_TRANSPARENT_VERTEX_ALPHA" object, it looks good. But when both of objects have material EMT_TRANSPARENT_VERTEX_ALPHA, one of them is drawn ...
- Tue Apr 01, 2008 9:57 am
- Forum: Beginners Help
- Topic: Multiple devices???
- Replies: 4
- Views: 467
Mrcdrc point me at his topic http://irrlicht.sourceforge.net/phpBB2/ ... highlight=. He said that there is still some problem with "docking/undicking", but he will try to fix it...
- Fri Mar 28, 2008 7:42 pm
- Forum: Beginners Help
- Topic: Multiple devices???
- Replies: 4
- Views: 467
- Fri Mar 28, 2008 10:57 am
- Forum: Beginners Help
- Topic: Multiple devices???
- Replies: 4
- Views: 467
Multiple devices???
Hi,
i am trying to create more devices. ViewPorts are not enough for me, i need to project more different scenes. Is it possible?
I am using createDeviceEx for open device in win32 window (or more precisely wxWidgets::wxFrame). It seems, that only last created device/window is functional, and the ...
i am trying to create more devices. ViewPorts are not enough for me, i need to project more different scenes. Is it possible?
I am using createDeviceEx for open device in win32 window (or more precisely wxWidgets::wxFrame). It seems, that only last created device/window is functional, and the ...
- Mon Mar 10, 2008 11:21 am
- Forum: Beginners Help
- Topic: Finding "good" camera position
- Replies: 1
- Views: 249
Finding "good" camera position
Hi
i visualize graphs (some nodes and edges between them) and i need to find cameras position, from which i can see all scenenodes. Is it possilble in some sophisticated way?
My only idea is to compute "center position" of all nodes and then move away to distance X. X will be computed using FOV ...
i visualize graphs (some nodes and edges between them) and i need to find cameras position, from which i can see all scenenodes. Is it possilble in some sophisticated way?
My only idea is to compute "center position" of all nodes and then move away to distance X. X will be computed using FOV ...
- Wed Nov 28, 2007 12:55 pm
- Forum: Beginners Help
- Topic: ODE Bounce Tutorial Source Code
- Replies: 7
- Views: 1381