Search found 9 matches

by raptoravis
Fri Jul 04, 2008 6:14 am
Forum: Project Announcements
Topic: PeakEngine 0.0.1
Replies: 19
Views: 4136

yes, that solved the problem. and, there is another one, it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run , as when Game::get()->shutdown() has been called if game stopped, all the resources are rele...
by raptoravis
Thu Jul 03, 2008 1:58 am
Forum: Project Announcements
Topic: PeakEngine 0.0.1
Replies: 19
Views: 4136

brilliant!

the No.3 solves it!

but, then, it crashed in

Vector3D PointGroupObject::getRotation(int index)
{
return rotations[index];
}

that, rotations is 0 length, index = 0

it seems something is wrong in the lua script...
by raptoravis
Thu Jul 03, 2008 1:43 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

say, there are no obstacles between A and B, B and C, but, there is a building between A and C A----------------*------B | something | | C so, A and B are connected, B and C are connected, A and C are not through. when NPC's desitination is C and the path is A, B, C, now it moves from A to B and arr...
by raptoravis
Wed Jul 02, 2008 1:54 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

waypoint culling is, say, it moves from A to B, then C.
and, when it is between A and B, and finds there is no obstacles to C, then, it can skip B, directly begin to move to C
by raptoravis
Tue Jul 01, 2008 3:06 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

have you ever thought of waypoint culling to smooth the path?
by raptoravis
Tue Jul 01, 2008 8:50 am
Forum: Project Announcements
Topic: PeakEngine 0.0.1
Replies: 19
Views: 4136

I tried it and I like the idea of binding components together with script and support multiplayer. I downloaded the source from svn. the Head now is revision 165. I use vs2005. It seems not working even after many attempts. the main change I made: 1. I rebuilt ode with 0.10.0, as ode-0.9 seems not c...
by raptoravis
Sat Jun 28, 2008 8:32 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

finally, found out the reason:

in CFOVSceneNode::CFOVSceneNode,
comment out the following line:
Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA
by raptoravis
Thu Jun 26, 2008 8:56 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

sorry, it should be ESNRP_TRANSPARENT, though still not perfect
by raptoravis
Thu Jun 26, 2008 8:20 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102303

I met the same problem. and you just need to register waypoint scene node as solid instead of automatic in the following function.

void CWaypointSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this, ESNRP_SOLID);

ISceneNode::OnRegisterSceneNode();
}