Oh, I am creating a scrolling cowboy game (scrolling in up/down Y direction only), where you run along and can shoot, and these little cowboys enter from the top of the screen on their spline animator, run down and off the screen to escape according to a spline path, and fire a few shots.
So the ...
Search found 11 matches
- Tue Dec 30, 2008 10:10 am
- Forum: Beginners Help
- Topic: Starting/terminating animators in a loaded .irr file
- Replies: 4
- Views: 581
- Tue Dec 30, 2008 3:10 am
- Forum: Beginners Help
- Topic: Starting/terminating animators in a loaded .irr file
- Replies: 4
- Views: 581
By a profiler do you mean some software that I can use to test/stress the application to see how its measuring up to performance or system requirements? You could suggest one? (unless you meant something else?)
So basically I just hide the node with node->setVisible(0); when an enemy dies? But not ...
So basically I just hide the node with node->setVisible(0); when an enemy dies? But not ...
- Tue Dec 30, 2008 2:56 am
- Forum: Beginners Help
- Topic: Memory requirements and level creation/loading
- Replies: 5
- Views: 667
- Tue Dec 30, 2008 1:37 am
- Forum: Beginners Help
- Topic: Starting/terminating animators in a loaded .irr file
- Replies: 4
- Views: 581
Starting/terminating animators in a loaded .irr file
Hi there,
If I set some meshes to animators in an .irr file, and they're not yet in the camera view, will they be taking processing time by animating? If that's the case and I have many and don't want to was processing cycles, is there some way I can start them only when they come into the camera ...
If I set some meshes to animators in an .irr file, and they're not yet in the camera view, will they be taking processing time by animating? If that's the case and I have many and don't want to was processing cycles, is there some way I can start them only when they come into the camera ...
- Tue Dec 30, 2008 1:33 am
- Forum: Beginners Help
- Topic: Memory requirements and level creation/loading
- Replies: 5
- Views: 667
Memory requirements and level creation/loading
Hi there,
I have a few questions regarding memory requirements, loading levels, etc.
How would I handle a large open area level (like in Zelda: Ocarina of Time there is a large open grassy plane). Should I use a Quake 3 level file for that, or should I create my own format for a level?
If you ...
I have a few questions regarding memory requirements, loading levels, etc.
How would I handle a large open area level (like in Zelda: Ocarina of Time there is a large open grassy plane). Should I use a Quake 3 level file for that, or should I create my own format for a level?
If you ...
- Wed Mar 12, 2008 4:22 am
- Forum: Beginners Help
- Topic: Collision with monsters
- Replies: 3
- Views: 409
Thanks for the link
You can just chill out, cause I did have a good look first 
SD.
SD.
- Tue Mar 11, 2008 1:43 am
- Forum: Beginners Help
- Topic: Collision with monsters
- Replies: 3
- Views: 409
Collision with monsters
Hi there,
I have had a read through the 7. Collision tutorial, but am not working with a Quake level or any particular level for that matter. I am just wanting to detect the collision between the meshes of two 3D objects/meshes that I have displayed. How do I do this? Use a radius or something?
I ...
I have had a read through the 7. Collision tutorial, but am not working with a Quake level or any particular level for that matter. I am just wanting to detect the collision between the meshes of two 3D objects/meshes that I have displayed. How do I do this? Use a radius or something?
I ...
- Thu Mar 06, 2008 5:44 am
- Forum: Beginners Help
- Topic: What is the correct way to handle keyboard input?
- Replies: 3
- Views: 870
Excellent help, thankyou =)
Thanks, that answers my questions and seems to be just what I was looking for =). Seems I didn't look hard enough into the API docs to find those functions.
Thanks,
SD.
Thanks,
SD.
- Thu Mar 06, 2008 5:12 am
- Forum: Beginners Help
- Topic: What is the correct way to handle keyboard input?
- Replies: 3
- Views: 870
What is the correct way to handle keyboard input?
Hi there,
I have looked at the tutorial on movement (No#4) and also this:
http://www.irrlicht3d.org/wiki/index.php?n=Main.MastEventReceiver
on bool keys type stuff.
But currently there are a few things I don't understand:
1. Often with the other postings on using bool keys, it seems the state of ...
I have looked at the tutorial on movement (No#4) and also this:
http://www.irrlicht3d.org/wiki/index.php?n=Main.MastEventReceiver
on bool keys type stuff.
But currently there are a few things I don't understand:
1. Often with the other postings on using bool keys, it seems the state of ...
- Wed Feb 27, 2008 6:33 pm
- Forum: Beginners Help
- Topic: How to do animated meshes in Blender?
- Replies: 2
- Views: 394
Rotation in MD2
Oh, I think when I tried the .md2 exporter it complained about me rotating the object itself instead of doing the rotation in terms of the verticies of the mesh. But I wasn't sure how to rotate the verticies without rotating the whole object. I guess you keyframe "Mesh" instead of "Rot", but still I ...
- Wed Feb 27, 2008 5:06 am
- Forum: Beginners Help
- Topic: How to do animated meshes in Blender?
- Replies: 2
- Views: 394
How to do animated meshes in Blender?
Hi there,
I'm new to Irrlicht, and Blender also, but have been playing around a bit, and compiled some of the examples and gone through the tutorials.
I wanted start out with something simple like making my first animated mesh. I saw the sydney.md2 and faerie.md2 files in the tutorial provided ...
I'm new to Irrlicht, and Blender also, but have been playing around a bit, and compiled some of the examples and gone through the tutorials.
I wanted start out with something simple like making my first animated mesh. I saw the sydney.md2 and faerie.md2 files in the tutorial provided ...