Search found 28 matches

by thatdudeoverthere
Mon Jan 14, 2013 7:11 am
Forum: Advanced Help
Topic: scene node shakes when attached to fps camera
Replies: 9
Views: 1613

Re: scene node shakes when attached to fps camera

yep the problem still persists even with the position set to (0,0,0) and still no shaking from moving forwards or backwards...
by thatdudeoverthere
Sun Jan 13, 2013 1:18 am
Forum: Advanced Help
Topic: scene node shakes when attached to fps camera
Replies: 9
Views: 1613

Re: scene node shakes when attached to fps camera

@chronologicaldot Yes I tried that code snippet, but it did not work.
by thatdudeoverthere
Sat Jan 12, 2013 8:33 pm
Forum: Advanced Help
Topic: scene node shakes when attached to fps camera
Replies: 9
Views: 1613

Re: scene node shakes when attached to fps camera

Okay that didn't work exactly, but I did some experimenting and found that if I do...       while(device->run())     {         if (device->isWindowActive())         {             driver->beginScene(true, true, video::SColor(255,200,200,200));             //first call to drawAll()             smgr->d...
by thatdudeoverthere
Sat Jan 12, 2013 6:32 pm
Forum: Advanced Help
Topic: scene node shakes when attached to fps camera
Replies: 9
Views: 1613

Re: scene node shakes when attached to fps camera

Alright I'll give that a try and give some feed back on how it goes. :)
by thatdudeoverthere
Sat Jan 12, 2013 4:22 am
Forum: Advanced Help
Topic: scene node shakes when attached to fps camera
Replies: 9
Views: 1613

scene node shakes when attached to fps camera

The title basically sums up the problem. If I move left or right the scene node attached to the fps camera jerks and shakes really bad at first and after a few seconds lessens, but is still visibly shaking. If I move forward or backwards or rotate the camera all is fine. It's just the strafing movem...
by thatdudeoverthere
Sat Jun 11, 2011 4:26 am
Forum: Beginners Help
Topic: some debugging help...
Replies: 2
Views: 216

So how should I go about this?
Should I have the iterator point to the beginning of the list after it add an element to the list?

Code: Select all

List.pushback(...);
EntityIterator = List.begin();
Or will that just cause EntityIterator to point to the beginning of a changed list causing it to still be invalid?
by thatdudeoverthere
Fri Jun 10, 2011 7:11 pm
Forum: Beginners Help
Topic: some debugging help...
Replies: 2
Views: 216

some debugging help...

I'm having some trouble with the runtime error "vector iterator not incrementable" I've ran through the call stack and I think I have it narrowed down, I just can't figure out why I'm getting this error. Here are the functions that get called prior to the crash /////////////Entity.cpp/////...
by thatdudeoverthere
Mon Jun 06, 2011 7:54 am
Forum: Game Programming
Topic: killfeed update implementation
Replies: 3
Views: 1230

killfeed update implementation

I was wondering how to update a killfeed, and by a "killfeed" i mean the little text in a corner of your HUD in a fps type game that tell the player who killed who and with which weapon, or if a player fell off the map, or lost network connection, etc. I have two different ways of doing th...
by thatdudeoverthere
Fri Dec 25, 2009 12:28 am
Forum: Game Programming
Topic: What really happens when node is rotated??
Replies: 2
Views: 1910

Ok so the video drivers are the ones doing the rotations based on matrices and irrlicht just passes the vertices data along.. Thanks Vitek!! that cleared some things up
by thatdudeoverthere
Thu Dec 24, 2009 3:55 am
Forum: Game Programming
Topic: What really happens when node is rotated??
Replies: 2
Views: 1910

What really happens when node is rotated??

My question is when you tell a scene node to rotate on an axis(y for example) what really happens is that Irrlicht is taking the mesh's vertices and rotating them around the axis to simulate the effect of a rotation on its axis based on a quaternion. is this correct?? I'm just asking to better under...
by thatdudeoverthere
Tue May 19, 2009 1:40 am
Forum: Game Programming
Topic: my game design flaw
Replies: 9
Views: 2204

Does indeed look like there are two dwarves Are you adding the scene node twice? Creating two entities? We can't really help much without seeing more code. you're the boss :) b.t.w it only responses once with any key moving forward (seems to be the way i created the KeyboardEvent) game_entity.h #in...
by thatdudeoverthere
Mon May 18, 2009 9:44 pm
Forum: Game Programming
Topic: my game design flaw
Replies: 9
Views: 2204

http://www.imagecabin.com/index.php?vie ... 41e8ad0cd5

i just need to update it or something??
by thatdudeoverthere
Mon May 18, 2009 9:05 pm
Forum: Game Programming
Topic: my game design flaw
Replies: 9
Views: 2204

:D it works for the most part except it seems to create more than one dwarf and it only works once and it doesn't matter which key is pressed it moves once. i'm going to do alittle work and see what i can come up with
:?
by thatdudeoverthere
Mon May 18, 2009 6:45 pm
Forum: Game Programming
Topic: my game design flaw
Replies: 9
Views: 2204

I'm not sure I understand exactly what you are doing to get an access violation. Are you saying you try to access entity_node from your event receiver before you have called init_entity()? In which case the obvious solution is to call init_entity before any events are handled... it seems that way.....
by thatdudeoverthere
Mon May 18, 2009 3:05 pm
Forum: Game Programming
Topic: my game design flaw
Replies: 9
Views: 2204

my game design flaw

I have a node called entity_node from my class game_entity that is locally initialized in the function init_entity. void game_entity::init_entity(game_manager* entity_game_manager, vector3df entity_position) { e_health = 100; entity_selector = 0; entity_mesh = entity_game_manager->getSceneMgr()->get...