Search found 11 matches

by raveneyes
Mon Sep 13, 2010 7:09 pm
Forum: Beginners Help
Topic: Camera problem in irrlicht 1.7
Replies: 5
Views: 364

Thank you for your help, the bindTargetAndRotation solved my problem.
by raveneyes
Mon Sep 13, 2010 11:45 am
Forum: Beginners Help
Topic: Camera problem in irrlicht 1.7
Replies: 5
Views: 364

To elaborate my problem further, i want to rotate the camera on the axis that is pointing toward a given target, so if the camera is a top view cam and you're seeing 4 quadrants on the screen

1 | 2
------
3 | 4

i want to make a 180 degree rotation in a way that the view will be

4 | 3 ...
by raveneyes
Mon Sep 13, 2010 11:28 am
Forum: Beginners Help
Topic: Camera problem in irrlicht 1.7
Replies: 5
Views: 364

Can I disable the option making the camera point to a target because i don't need it in my project and I only need to rotate it on its axis. I've already tried omitting the setTarget and still it seems that the camera is always pointing to a fixed point.
by raveneyes
Mon Sep 13, 2010 9:49 am
Forum: Beginners Help
Topic: Camera problem in irrlicht 1.7
Replies: 5
Views: 364

Camera problem in irrlicht 1.7

I downloaded irrlicht 1.7 on a windows box and compiled it using visual studio 2008, i ran the exmples and everything is working fine. However, i want to control the camera object with my own key event listener.
So i set up a normal camera (assuming that scmgr is my scene manager object) and in the ...
by raveneyes
Tue Sep 09, 2008 8:07 am
Forum: Everything 2d/3d Graphics
Topic: Racing game requirements
Replies: 8
Views: 2085

Thanx guys for your replies. The game that its developers regret using irrlicht can be found here "http://www.mpi-inf.mpg.de/~mheinz/microracer-html/", however they're using an old version of irrlicht which why they regret their choice back then, I'm sure irrlicht has matured enough now.
by raveneyes
Fri Sep 05, 2008 6:39 am
Forum: Everything 2d/3d Graphics
Topic: Racing game requirements
Replies: 8
Views: 2085

Racing game requirements

Hello all, forgive me if it's not the right place to post this.
I want to create a formula 1 racing game. I'm not an experienced game developer, however I have a solid background in both C and C++. I coded some 2D games, mostly side-scroller shooters, back in old school. I also have a beginner ...
by raveneyes
Thu Sep 04, 2008 6:51 am
Forum: Everything 2d/3d Graphics
Topic: accessing the hierarchy of an imported mesh
Replies: 9
Views: 1786

Well, what can i say other then Thx for the warm welcome :lol:
by raveneyes
Wed Sep 03, 2008 1:39 pm
Forum: Everything 2d/3d Graphics
Topic: accessing the hierarchy of an imported mesh
Replies: 9
Views: 1786

thx rogerborg, although your sarcastic remark was not needed.
by raveneyes
Wed Sep 03, 2008 12:37 pm
Forum: Everything 2d/3d Graphics
Topic: accessing the hierarchy of an imported mesh
Replies: 9
Views: 1786

ok, thx for clearing this out. I think I'll go for the .X format. Anyway, I was searching the forums for a code snippet on how to use the API to access the different joints but with no luck so far.
It would be helpfull if someone posted some pointers.
by raveneyes
Wed Sep 03, 2008 8:17 am
Forum: Everything 2d/3d Graphics
Topic: accessing the hierarchy of an imported mesh
Replies: 9
Views: 1786

Thx for the reply JP, so as I understood correctly I need to create (in my case) 2 ".3DS" files with one housing the chassis and the other file housing one wheel and then import these in irrlicht and create the appropriate scene nodes.
But I'm little shocked about this. For example, let's say I ...
by raveneyes
Wed Sep 03, 2008 6:03 am
Forum: Everything 2d/3d Graphics
Topic: accessing the hierarchy of an imported mesh
Replies: 9
Views: 1786

accessing the hierarchy of an imported mesh

Hello all, I have a 3D Model of a vehicle in a .3DS format. The model has 5 parts: the chassis and 4 wheels.

So far I'm able to import the whole mesh and render it in my application, however I need to be able to create the different objects in my mesh serpartely or in other words, create a ...