Search found 19 matches

by Malebolge
Fri Mar 27, 2009 5:11 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131306

http://rapidshare.com/files/214221055/l ... t.rar.html

Yes, mass zero seems to solve the problem. Thanks
by Malebolge
Fri Mar 27, 2009 4:06 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131306

http://rapidshare.com/files/214198206/d ... t.rar.html

Sure, here they are. I still cant find the function. Not even in the documentation
by Malebolge
Fri Mar 27, 2009 3:27 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131306

I have problems finding a function to tell Newton that a Scene node is an static body and dosent need to move at all, just have to collide. Im getting all node from a .irr and give them high mass, but that pretty dumb and slow. core::array<irr::scene::ISceneNode*> listProps; pScene->getSceneNodesFro...
by Malebolge
Sat Mar 14, 2009 11:13 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 115257

I have a problem when i make a .exe for the proyect and run it on another pc. Its load the menu just find, but when i load the scene with physics, it crash with : IrrPhysx wrapper version 0.20 for Physx by Nvidia 2.8.1 SDK create error (1 - Unknown error). In the first pc, it run perfect, but not in...
by Malebolge
Sun Mar 08, 2009 10:16 pm
Forum: Beginners Help
Topic: Change device settings at runtime
Replies: 1
Views: 261

Change device settings at runtime

Hello, I have problems making another device at runtime. if i use drop (or not), it create another device. if i call close, the programe close. I know there is no way to change the device settings, but i can not destroy and create another either? IrrlichtDevice* pDevice; pDevice = createDevice(EDT_D...
by Malebolge
Mon Oct 13, 2008 2:52 pm
Forum: Beginners Help
Topic: Collision response problem [solved]
Replies: 5
Views: 429

what does player->getLastPosition() do ??? It´s return the position of the node in the last frame. Sorry, i should explain it better before. player->getNode()->updateAbsolutePosition(); it fix the problem...i think i must be more careful next time. Sorry for not post in a appropriate way. i am not ...
by Malebolge
Mon Oct 13, 2008 2:10 pm
Forum: Beginners Help
Topic: Collision response problem [solved]
Replies: 5
Views: 429

Collision response problem [solved]

Hello again. I am back with other newbie question. This time is collision response. In my game, i control the character (from a top down perspective) with the arrow keys, around a city. The character is always looking to the mouse. I needed that the character collide with the buldings, so i think us...
by Malebolge
Sun Sep 28, 2008 2:53 pm
Forum: Beginners Help
Topic: 3D mouse position [solved]
Replies: 6
Views: 1299

yes, i saw that but the example use 3d coords, the camera position and the camera target position. but you need the 3d coords, don't you ??? also you need a camera, or from where you should get any coords otherwise ??? that the example only uses the cams target is just for easyness, it so just uses...
by Malebolge
Sun Sep 28, 2008 2:42 pm
Forum: Beginners Help
Topic: 3D mouse position [solved]
Replies: 6
Views: 1299

The general idea is to cast a ray through the mouse co-ordinates, and then collide it against something. The "something" that you collide it with depends on your problem domain. It can be a plane, or a triangle selector. It sounds like you'll want to collide with the terrain, using a tria...
by Malebolge
Sun Sep 28, 2008 2:39 pm
Forum: Beginners Help
Topic: 3D mouse position [solved]
Replies: 6
Views: 1299

if you look at tutorial 07.Collision you'll se it not only gets the triangle of the collision, but also the collision point , that would be more accurate then... ;) but if your player is always in the center of the screen you also can use the screen coordinate instead, I think... ;) yes, i saw that...
by Malebolge
Sun Sep 28, 2008 2:25 pm
Forum: Beginners Help
Topic: Performance slowdowns with lo poly models? [solved]
Replies: 20
Views: 1500

rogerborg wrote:Again: if you haven't done a release build of Irrlicht and your app, then I'd do so now. The difference in performance can be surprising.
thanks, i´ll do that too.
by Malebolge
Sun Sep 28, 2008 2:16 pm
Forum: Beginners Help
Topic: 3D mouse position [solved]
Replies: 6
Views: 1299

3D mouse position [solved]

Hello again. I need to shoot a proyectile from the player´s weapon towards the mouse. The game´s view is top-down and the player is always on the center of the screen and is always "looking" towards the mouse also. I need that the player can shoot towards the aim (mouse). I first thought i...
by Malebolge
Sun Sep 28, 2008 1:46 pm
Forum: Beginners Help
Topic: Performance slowdowns with lo poly models? [solved]
Replies: 20
Views: 1500

Thanks to all who responded. They were simple to much bones. We are going to remove some of them from the meshes and give player the option to reduce maximum enemies cap.

Thanks again.
by Malebolge
Thu Sep 25, 2008 3:04 pm
Forum: Beginners Help
Topic: Performance slowdowns with lo poly models? [solved]
Replies: 20
Views: 1500

Well I'm afraid to say it does appear to be the number of bones, especially with that low-end of a card. I wouldn't say that you should scale back the number of bones, but rather scale back the number of players on the screen at one point. Also, in comparison, Gears of War only has about 700 bones ...
by Malebolge
Wed Sep 24, 2008 8:59 pm
Forum: Beginners Help
Topic: Performance slowdowns with lo poly models? [solved]
Replies: 20
Views: 1500

Well I still have yet to hear the actual millisecond count, or frames per second that you guys are achieving, but 220 bones on screen plus another 22 for the player controlled character is actually a lot. At any rate, I still would like to hear what times you guys are achieving, so I will not make ...