Search found 14 matches

by kohansey
Sun Apr 20, 2008 2:00 pm
Forum: Advanced Help
Topic: Irrlicht vs Newton, collision comparison
Replies: 5
Views: 877

So it is not necessary to copy my scenenode mesh vector buffers' into the Newton collision object, but instead load a simpilified version of the mesh or a bounding box around to the mesh into the Newton object. What about collisions? I understand Newton will be using collision detection on the bound...
by kohansey
Sun Apr 20, 2008 4:51 am
Forum: Advanced Help
Topic: Irrlicht vs Newton, collision comparison
Replies: 5
Views: 877

Irrlicht vs Newton, collision comparison

Hello Everyone, I just finished getting my game up and running and now I am ready to add physics into the mix. I am attempting to create a 3D RTS space game. After going through the Newton tutorials, and Irrlicht/Newton integration tutorials, I noticed that there is a lot of double work. By double w...
by kohansey
Tue Apr 08, 2008 10:51 pm
Forum: Beginners Help
Topic: Material problems
Replies: 5
Views: 380

I guess the real question is, what does setMaterialTexture do if my custom scene node contains the SMaterial?
by kohansey
Tue Apr 08, 2008 10:28 pm
Forum: Beginners Help
Topic: constant function
Replies: 11
Views: 1047

by declaring a function const, basically means that the function can be called within another const function By having a function return a const value, it is an "almost" guarantee that the object returned will not get changed outside the class for which it originated. I say almost, because...
by kohansey
Tue Apr 08, 2008 9:20 pm
Forum: Beginners Help
Topic: Material problems
Replies: 5
Views: 380

yes, that is correct. I didn't override the getMaterial function. Is this a requirement to get textures to work for custom scene nodes? Is the scene node responsible for handling the materials of the meshes? How would one go about doing this? Is there anything else that I would need to override? I t...
by kohansey
Tue Apr 08, 2008 6:20 pm
Forum: Beginners Help
Topic: Material problems
Replies: 5
Views: 380

Material problems

Hello everyone, I am still relatively new to Irrlicht and need some help working with materials. I created a custom scene node, and I have been successful in getting the scene node to display a loaded 3DS mesh. Now I want to add texture to the mesh, and following the examples I need to do something ...
by kohansey
Sat Apr 05, 2008 3:33 pm
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

Thanks rogerborg, I was originally using EDT_SOFTWARE, but switching to EDT_BURNINGSVIDEO and the culling problem went away. I changed the FOV setting from PI / 2.5 to a 30 degree angle. Now objects keep their shape at all corners of the screen. Just to give a little update on the original concept. ...
by kohansey
Sat Apr 05, 2008 5:30 am
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

I am have a problem with the mesh culling when it is on the side of the screen, I included a screen shot to show you what I mean. Two problems actually, thus to screen shots. The first one, the sphere is no longer a sphere, but looks more like an ellipse. The second one, I guess, is the scene manage...
by kohansey
Fri Apr 04, 2008 5:02 am
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

If I wanted the meshes for my space object to be replaced with a billboard when the camera zooms out (level of detail?), would I have to write a draw/render method for my space object to display the billboard, or would I create the billboard mesh and let Irrlicht's scene manager draw/render with the...
by kohansey
Thu Apr 03, 2008 7:21 pm
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

Thank you rogerborg for you help. The collision example 07 is for a closed world comprised of a single map mesh and a few objects. How would this work for my world, where the "map" is comprised of many different objects? Would I need to attach a Collision Response animator to all objects? ...
by kohansey
Thu Apr 03, 2008 5:11 pm
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

Okay, lets see. I think best on examples, so here goes. You have universe full of objects (ISceneNodes). These objects are Spheres for planets, Meshes for ships, spacestations, asteriods, and space debris. Each object is textured. Number probably don't matter, but say there are a larger number of th...
by kohansey
Thu Apr 03, 2008 1:03 am
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

So basically what you are saying, dorth, is that there is no one in this community that has any experience designing games and that it is big waste of time to attempt to get any answers. rogueborg, I agree that your code is a hack job :D , but it gave me some good ideas on how to farther the progres...
by kohansey
Tue Apr 01, 2008 10:39 pm
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

I did a little more digging into this forum and found a great demo by rogueborg for a 2d space combat. I will be morphing this demo into a workable add-on to my project. I wanted to get your guys advice about objects and players, mainly AI players. What do you think is the best way to have the AI &q...
by kohansey
Tue Apr 01, 2008 3:50 am
Forum: Game Programming
Topic: RTS 4X game design
Replies: 19
Views: 6529

RTS 4X game design

I am attempted to create 4x RTS space game. I have the concept, but I an new to game programming and I am having a hard time figuring out how to design the thing. I will list the things that I have came up with so far and maybe someone here can give me some suggestions on how to move farther. Game c...