http://rapidshare.com/files/214221055/l ... t.rar.html
Yes, mass zero seems to solve the problem. Thanks
Search found 19 matches
- Fri Mar 27, 2009 5:11 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 164487
- Fri Mar 27, 2009 4:06 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 164487
http://rapidshare.com/files/214198206/d ... t.rar.html
Sure, here they are. I still cant find the function. Not even in the documentation
Sure, here they are. I still cant find the function. Not even in the documentation
- Fri Mar 27, 2009 3:27 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 164487
- Sat Mar 14, 2009 11:13 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 141698
- Sun Mar 08, 2009 10:16 pm
- Forum: Beginners Help
- Topic: Change device settings at runtime
- Replies: 1
- Views: 332
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 ...
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 ...
- Mon Oct 13, 2008 2:52 pm
- Forum: Beginners Help
- Topic: Collision response problem [solved]
- Replies: 5
- Views: 544
- Mon Oct 13, 2008 2:10 pm
- Forum: Beginners Help
- Topic: Collision response problem [solved]
- Replies: 5
- Views: 544
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 ...
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 ...
- Sun Sep 28, 2008 2:53 pm
- Forum: Beginners Help
- Topic: 3D mouse position [solved]
- Replies: 6
- Views: 1480
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 ...
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 ...
- Sun Sep 28, 2008 2:42 pm
- Forum: Beginners Help
- Topic: 3D mouse position [solved]
- Replies: 6
- Views: 1480
- Sun Sep 28, 2008 2:39 pm
- Forum: Beginners Help
- Topic: 3D mouse position [solved]
- Replies: 6
- Views: 1480
- Sun Sep 28, 2008 2:25 pm
- Forum: Beginners Help
- Topic: Performance slowdowns with lo poly models? [solved]
- Replies: 20
- Views: 1885
- Sun Sep 28, 2008 2:16 pm
- Forum: Beginners Help
- Topic: 3D mouse position [solved]
- Replies: 6
- Views: 1480
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 in select ...
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 in select ...
- Sun Sep 28, 2008 1:46 pm
- Forum: Beginners Help
- Topic: Performance slowdowns with lo poly models? [solved]
- Replies: 20
- Views: 1885
- Thu Sep 25, 2008 3:04 pm
- Forum: Beginners Help
- Topic: Performance slowdowns with lo poly models? [solved]
- Replies: 20
- Views: 1885
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 ...
Also, in comparison, Gears of War only has about 700 bones ...
- Wed Sep 24, 2008 8:59 pm
- Forum: Beginners Help
- Topic: Performance slowdowns with lo poly models? [solved]
- Replies: 20
- Views: 1885
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 ...
At any rate, I still would like to hear what times you guys are achieving, so I will not make ...