Search found 31 matches

by Uberbot
Tue Dec 17, 2013 6:53 am
Forum: Beginners Help
Topic: Cros-compiling on Linux for Win32
Replies: 1
Views: 437

Cros-compiling on Linux for Win32

Hi all,

I'm toying with developing for Windows on Linux. I've used the 01-Hello World program to test with.

I get the program to compile/run on Linux just fine.

When I do:

make all_win32

I get a linker error.:

/usr/bin/ld: cannot find -lopengl32
collect2: ld returned 1 exit status
make ...
by Uberbot
Sat May 29, 2010 5:42 am
Forum: Beginners Help
Topic: Large world for a MMORPG
Replies: 4
Views: 975

More questions

OK, I've got some more ideas and questions.

I'm thinking I'll break the "world" up into 100x100 or 1000x1000 units. Then I can load/unload these units on demand. The setting will be a mix of city, country and beach environments. Basically, I'm not going to limit myself :lol:

So, what do you think ...
by Uberbot
Fri May 28, 2010 8:42 am
Forum: Advanced Help
Topic: Skeletal animation?
Replies: 5
Views: 6380

Thank you!

Thank you. This is, INDEED, everything I need.

:D
by Uberbot
Mon May 24, 2010 5:24 am
Forum: Beginners Help
Topic: Simple linking problem
Replies: 6
Views: 921

FIXED!

The problem is not with includes. It is with linking. You need to set IRRLIBDIR to the path that contains the Irrlicht library. i.e., If the Irrlicht library archive is ./libs/irrlicht-1.7.1/bin/win32-gcc/Irrlicht.a , you want to use -L./libs/irrlicht-1.7.1/bin/win32-gcc .

You should really just ...
by Uberbot
Sun May 23, 2010 8:51 pm
Forum: Beginners Help
Topic: Simple linking problem
Replies: 6
Views: 921


IRRLIBDIR = ./irrlicht-1.7.1/lib/Linux/.1.7.1/


That is your problem. You want that line to resolve to the directory that contains the Irrlicht library.

Travis

I checked this out and had to make a change to make it right. However, the program still doesn't compile. Same error message. I even ...
by Uberbot
Sun May 23, 2010 8:41 pm
Forum: Advanced Help
Topic: Skeletal animation?
Replies: 5
Views: 6380

Actually, Sydney is not a skeletal animated mesh. Instead use the ninja or dawrf from the SDK meshes. You cannot use .obj, though, because this is neither animated, nor using a skeleton. You have to use .b3d, .ms3d, or .x
If you want to move the bones programatically, you can read in the Wiki how ...
by Uberbot
Sun May 23, 2010 9:28 am
Forum: Beginners Help
Topic: Large world for a MMORPG
Replies: 4
Views: 975

Using blender

One more data point. I'm using blender for the world generation.
by Uberbot
Sun May 23, 2010 9:26 am
Forum: Advanced Help
Topic: Skeletal animation?
Replies: 5
Views: 6380

Skeletal animation?

Hi all,

I'm told that Irrlicht supports skeletal animation. My understanding of this is that I could export a rigged/skinned model from Blender into, say, .obj format. Then Irrlicht would allow me to move bones and deform the skin appropriately. I would then be able to move a player's arm, for ...
by Uberbot
Sun May 23, 2010 9:10 am
Forum: Beginners Help
Topic: Large world for a MMORPG
Replies: 4
Views: 975

Large world for a MMORPG

Hi all.

I'm working on writing a MMORPG and would like to discuss some design issues.

On one extreme, I could model the entire world, or much of it in one single model. On the other hand, I could break up the world in to 100x100 units and model each of these units separately.

The single model ...
by Uberbot
Sun May 23, 2010 8:59 am
Forum: Beginners Help
Topic: Simple linking problem
Replies: 6
Views: 921

I'm pretty sure the problem is in the Makefile....

Yes, I'm pretty sure the problem is in the Makefile, but I sure can't find it.
Here are the relevant parts:

SHAREDOBJ = events.o protocol.o file_xfer.o
SHAREDFLAGS = -lenet

IRRINCDIR = ./libs/irrlicht-1.7.1/include/
IRRLIBDIR = ./irrlicht-1.7.1/lib/Linux/.1.7.1/

CLIENTOBJ = client.o client_config ...
by Uberbot
Sat May 22, 2010 8:46 am
Forum: Beginners Help
Topic: Simple linking problem
Replies: 6
Views: 921

Simple linking problem

Hi all.

I'm finally getting back to Irrlicht after way too long away, and I can't get my program to link!

I've stripped my code down to the bare minimum that demonstrates my problem:

=======================================================
#include <irrlicht.h>
#include "globals.h"

using ...
by Uberbot
Fri Mar 13, 2009 5:20 pm
Forum: Open Discussion and Dev Announcements
Topic: Congratulations hybrid / developer(s)!!!
Replies: 6
Views: 4041

Re: Congratulations hybrid / developer(s)!!!

drarem wrote:Irrlicht made an article in the Linux Journal, and it's not a bad one.

April 2009 issue 180
I wrote the article. I've been using Irrlicht on and off for about a year and I love it. I believe that fact comes out in the article I wrote.

Mike Diehl. :D
by Uberbot
Fri Oct 31, 2008 9:42 am
Forum: Beginners Help
Topic: Trying to texture a model
Replies: 13
Views: 1666

Now I'm confused.

I was also expecting House to be mentioned in the .mtl file, but it's not.

Here is the contents of house.mtl
======================
# Blender3D MTL File: house.blend
# Material Count: 3
newmtl (null)
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.690196 0.219608 0.219608
Ks 0.500000 0.500000 0 ...
by Uberbot
Fri Oct 31, 2008 5:05 am
Forum: Beginners Help
Topic: Trying to texture a model
Replies: 13
Views: 1666

Allright, now I'm making progress....

At least now I have an error message on the console!

Here is the code:

======================
house = smgr->getMesh("./graph/house_Scene.obj");
node = smgr->addMeshSceneNode(house);
======================

Here is the error message I get on the console ...
by Uberbot
Thu Oct 30, 2008 5:42 pm
Forum: Beginners Help
Topic: Trying to texture a model
Replies: 13
Views: 1666

What you need to do is to get each mesh buffer (each one is a different texture). I am assuming you have multiple textures in the mesh and not one big texture.

Try something like this. (I think)

int bufferCount = house->getMeshBufferCount ();

IMeshBuffer* buffer = house->getMeshBuffer(1 ...