Search found 5 matches

by _Bardor_
Wed Mar 18, 2009 11:04 am
Forum: Advanced Help
Topic: Custom rendering
Replies: 3
Views: 678

Thanks for the replies.

Using a second scene manager sounds easy i never thought of that.
And the class IGUIScenemanager does the same.

I'll try out the second scenemanager, because i have already a window with objects inside.
by _Bardor_
Tue Mar 17, 2009 10:51 am
Forum: Advanced Help
Topic: Custom rendering
Replies: 3
Views: 678

Custom rendering

Hi, i hope i will get some help here.

In my game i use diffrent viewports.
One for the main window and another one for a inventory window.

In the main window i can draw easily scene nodes by calling smgr->drawall().
In my inventory window i have to draw single objects.
here are the steps i have ...
by _Bardor_
Mon Mar 09, 2009 4:08 pm
Forum: Project Announcements
Topic: [Help Wanted] - Irrhack
Replies: 21
Views: 5536

@bitplane Thanks for the link, but all tiles in my levels are dynamic, so I can’t use your class. Good news is, I found out how to draw the parts of my map.
I only have to create only these parts which will be new as an Octree Scene node.
My first idea was to delete the node and create a new one ...
by _Bardor_
Mon Mar 02, 2009 10:03 am
Forum: Project Announcements
Topic: [Help Wanted] - Irrhack
Replies: 21
Views: 5536

Allright, I figured out how to build my world in 3D and how to set the f* cam.

First I started with some terrain scene nodes, but then I found out it takes too much time to create them at runtime.
Now, I use (21 x 80) AnimatedMeshSceneNodes (for each map location one).
When a new tile need to be ...
by _Bardor_
Fri Feb 20, 2009 3:07 pm
Forum: Project Announcements
Topic: [Help Wanted] - Irrhack
Replies: 21
Views: 5536

[Help Wanted] - Irrhack

I together i'm developeing a 2d tile base game with VC++6.
(At the moment for windows but linux should be possible)
This game is more or less a graphical interface for Nethack.

I planned to go a step further as "Falcon Eye" did in his Nethack version.

Now i have a built my own stable version with ...