Search found 20 matches

by CondeNostaw
Thu Dec 08, 2011 12:44 pm
Forum: Beginners Help
Topic: 2D game with vector graphics actors
Replies: 2
Views: 290

2D game with vector graphics actors

I want to see how far can I go making a 2D game with Irrlicht. I want a flash-like 2D game with a 2D scenegraph and vector-graphics-based for everything. Is there any function for drawing 2D polygons from a vertex list with stroke and fill? I believe the solution would be to use the 3D polygon drawi...
by CondeNostaw
Sat Jun 04, 2011 10:55 pm
Forum: Beginners Help
Topic: Octree from a bunch of cubes
Replies: 2
Views: 267

Thanks. I'll check it out.
by CondeNostaw
Fri Jun 03, 2011 8:49 pm
Forum: Beginners Help
Topic: Basic Camera Without Target
Replies: 17
Views: 2165

If you know where the camera is supposed to look at, then you know the target. Whatever is changing the camera position can also change its target. If the camera is translating because its parent is translating, then you can use its parent's transformation to set the target vector. I can't imagine a...
by CondeNostaw
Fri Jun 03, 2011 8:33 pm
Forum: Beginners Help
Topic: How to use TextureAthlas?
Replies: 6
Views: 528

Jesus, man, go do your homework before asking:

http://www.dca.ufrn.br/~lmarcos/courses ... ter09.html

That is for OpenGL, but it will help you undestand the basics.
by CondeNostaw
Fri Jun 03, 2011 8:24 pm
Forum: Beginners Help
Topic: Basic Camera Without Target
Replies: 17
Views: 2165

Just change the target as you move the camera.
by CondeNostaw
Fri Jun 03, 2011 8:21 pm
Forum: Beginners Help
Topic: Octree from a bunch of cubes
Replies: 2
Views: 267

Octree from a bunch of cubes

I want to create a large city for my game. This city is actually a bunch of building-textured scaled cubes (the buildings) and a plane floor. These buildings will be created, translated and scaled randomly at the beginning of each level. So, how can I add all these cubes to the same octree triangle ...
by CondeNostaw
Wed May 18, 2011 8:20 pm
Forum: Beginners Help
Topic: Animators as entity components
Replies: 7
Views: 514

Ok, so I think Irrlicht is only one step of being a complete component-based engine. All it needs is to allow animators to communicate using events. Let me write this as a feature suggestion: - There must be some sort of "SAnimatorEvent" struct to handle animator events. It must have a mes...
by CondeNostaw
Wed May 18, 2011 2:48 pm
Forum: Beginners Help
Topic: Animators as entity components
Replies: 7
Views: 514

This sounds like you are using own animators Yes. In this case you can also use an own event-system. If Irrlicht has a built-in perfectly functional event system, why should I reinvent the wheel? I don't think it was designed for component communication, but rather to mainly pass on system events f...
by CondeNostaw
Wed May 18, 2011 12:37 pm
Forum: Beginners Help
Topic: Animators as entity components
Replies: 7
Views: 514

Animators as entity components

I'm trying to use animators as components and nodes as entities, to perform some sort of component-based programming in Irrlicht. That would be possible if the animators were able to communicate to each other. I'm trying to use the event system so animators can send messages to each other, unsuccesf...
by CondeNostaw
Thu May 12, 2011 8:21 pm
Forum: Beginners Help
Topic: How to load a terrainSceneNode from a function
Replies: 3
Views: 241

Nice. Will the mesh read it once or every tick?
by CondeNostaw
Thu May 12, 2011 6:40 pm
Forum: Beginners Help
Topic: How to load a terrainSceneNode from a function
Replies: 3
Views: 241

How to load a terrainSceneNode from a function

Is there any way to load a TerrainSceneNode in a procedural way? Like retrieving the heightmap from a function or an array, instead of an image file? I have found this function http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_terrain_scene_node.html#a43d92272d8d860dda1c74b9fe795f062 but ...
by CondeNostaw
Thu May 12, 2011 2:17 am
Forum: Beginners Help
Topic: Crushing the hero (collision detection)
Replies: 10
Views: 806

Ok, I gave up using only Irrlcht functions for this.

For the record, the CollisionCallback does not work in this situation. It just isn't called.
by CondeNostaw
Tue May 10, 2011 6:24 pm
Forum: Beginners Help
Topic: Crushing the hero (collision detection)
Replies: 10
Views: 806

So if you derive from ICollisionCallback and set it you can receive collisions from specific nodes. I'll try this. But even if it works when the hero is still, I will have guess where he is supposed to move and change his position by myself. I will have enemies walking around and I want them to be ...
by CondeNostaw
Tue May 10, 2011 5:26 pm
Forum: Beginners Help
Topic: Crushing the hero (collision detection)
Replies: 10
Views: 806

1) you could try bbox collisions and move the player manually and also check if it doesn't collide with other block. If it does, the player is "crushed". Let me clarify this: the player can walk over the block if he has the chance. In fact, it might not be a block. It might be a huge cog ...
by CondeNostaw
Tue May 10, 2011 5:03 pm
Forum: Beginners Help
Topic: Crushing the hero (collision detection)
Replies: 10
Views: 806

Crushing the hero (collision detection)

Short version: How can I know my hero is being crushed using only native Irrlicht animators/functions? Suppose you're making a third person game. Let's say this is the hero (sorry for the use of crappy art, but english is not my native language and I need these images to express myself): http://www...