Search found 13 matches
- Sun Mar 29, 2009 5:31 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Component-based Entities and how they communicate
- Replies: 25
- Views: 26569
Bit of a bump, but GPG6 and this thread have inspired me to give the Component system a crack. Over the past couple of days, I'm almost at the point where I've got all my creation stuff in place (I'm following more of a GPG approach with the ComponentTemplates and EntityTemplates, with a manager to ...
- Thu Dec 25, 2008 8:46 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
- Wed Dec 24, 2008 12:37 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
Slight problem. So I'm attempting to make a very simple tanks game (in the spirit of the one I was writing in GameStudio years ago and with pyglet earlier this year), and I decided to try and use IrrPhysx to make everything that much more immersive (and let the player blow stuff up better, of course...
- Sun Dec 21, 2008 1:32 am
- Forum: Competition Time!
- Topic: Irrlicht In Motion Competition
- Replies: 116
- Views: 69747
- Thu Dec 18, 2008 3:01 pm
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100575
Wow, quite a bump, but it's not as if this doesn't deserve a little more spotlight. I have a question that should be easy to solve, but hard to pose. I quickly discovered that defining classes in one file and everything else in main() created some serious restrictions. A bit of searching brought me ...
- Tue Dec 16, 2008 1:05 pm
- Forum: Beginners Help
- Topic: A quick question about my own functions/scripts
- Replies: 11
- Views: 814
This is possibly the first post on this forum I feel I have any semblance of authority discussing :P I'm kind of starting out with C++ too, but picked up C-Script a few years ago and have been using Python at Uni for all this year. I'm like you, in that I like to get out of depth to learn things (wh...
- Mon Dec 15, 2008 6:45 am
- Forum: Off-topic
- Topic: Volunteers Needed for Huge Christian Video Game Projects!!
- Replies: 38
- Views: 8823
Re: There will always be critics and persecutors...
Tell that to the Third World.dcworks wrote:you dont have to be sick anymore he paid the price for that.
Merry Christmas!
- Mon Dec 15, 2008 3:41 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
- Sat Dec 13, 2008 1:18 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
Re: Same problem :-(
Hello people, im new here.. have been using Irrlicht recently n i think i can use it properly now.. The problem is that while using IrrPhysx im getting the same linker errors Exactly same boat for me :( I tried including those 3 pragmas, but then I get this: 1>IrrPhysx.lib(IrrPhysx.obj) : MSIL .net...
- Fri Dec 12, 2008 2:41 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
- Fri Dec 12, 2008 9:56 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
- Thu Dec 11, 2008 11:33 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
Cheers for the response. You always get a bunch of noob questions on these forums for complex things, and I'm loathe to sound like one of them :P Sorry, that last post was a bit rushed because I had to run off to work. I included the ones I said first, and it didn't work. Then I included CommonCode ...
- Thu Dec 11, 2008 4:45 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116330
Hi guys! First post after lurking and using Irrlicht for about a week (loving it so far). I'm really just messing around with Irrlicht atm (made Pong ftw), and decided to try it out with a physics engine. Basically I'll use whichever engine has the greatest ease of use and most documentation, and fo...