Search found 21 matches
- Sun Apr 03, 2005 1:09 am
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 726
OK, I think I've figured out a solution that is atleast asthetically good. I'm not sure how its going to mess with my multiplayer updates. Basically I just mandated that my time differenence variable 'm_TimeFactor' does not change by more then a small increment per frame. It seems the problem was th...
- Sun Apr 03, 2005 12:48 am
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 726
Right, that function just calculates the time since it was last called (which would be once per frame). Then I use the result (m_TimeFactor) to multiply times the speed. But as a result I get occasional strange flicker/twitching of my screen. I used int's because the time functions dont return float...
- Fri Apr 01, 2005 11:31 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 726
OK, another question. I've tried to implement a simple version of what is shown in the tutorial, I had to change it since the one there didnt seem to work right for me. So here's the code I made: int m_DeltaTime; int m_LastDeltaTime; int m_TimeFactor; void updatetime() { m_DeltaTime = device->getTim...
- Fri Apr 01, 2005 10:04 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 726
- Fri Apr 01, 2005 9:23 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 726
Logic Question
Can someone help me out here. I knew I was doing this wrong when I did it, but I dont know any other way. I've placed all my logic to control player movement within the loop: while(device->run()) { } As a result depending on the FPS, my player goes faster or slower. What can I do to make my player m...
- Thu Mar 31, 2005 3:50 am
- Forum: Beginners Help
- Topic: real 3D Text
- Replies: 2
- Views: 320
I know this a bit late of a reply, but I was just pondering how to do this my self and saw this message while searching the forum. My current plan is to create the characters 0 - 9 in the 3dsmax individually. Then I think it will just be a matter of loading them as nodes and placing them where you w...
- Tue Mar 29, 2005 10:20 pm
- Forum: Beginners Help
- Topic: Modify Particle Emitter
- Replies: 3
- Views: 399
- Mon Mar 28, 2005 11:34 pm
- Forum: Beginners Help
- Topic: Can we get the height of the terrain at (x,z) coordinate??
- Replies: 8
- Views: 858
I just wrote some code for something similar. I was trying to determine the distance of my object in the air from the terrain below. I used a raycast to determine the distance. This same method could be used to determine the height of the terrain as well. Just another approach to the problem, though...
- Mon Mar 28, 2005 11:28 pm
- Forum: Beginners Help
- Topic: closeDevice() & drop()
- Replies: 6
- Views: 334
- Mon Mar 28, 2005 2:43 pm
- Forum: Beginners Help
- Topic: Max Textures to Irrlicht
- Replies: 8
- Views: 364
- Mon Mar 28, 2005 2:40 pm
- Forum: Beginners Help
- Topic: closeDevice() & drop()
- Replies: 6
- Views: 334
- Mon Mar 28, 2005 2:34 pm
- Forum: Beginners Help
- Topic: Modify Particle Emitter
- Replies: 3
- Views: 399
OK, so how is anyone else adding particle emitters to an object that rotates? I'm just trying to make my particle emitters velocity, spray out of the back of my engine. And turn off when no thrust is being applied. Surely there's an easier answer then recreating the emitter every time you want to mo...
- Mon Mar 28, 2005 2:29 pm
- Forum: Beginners Help
- Topic: particles fonctions ajouter irrlicht.net
- Replies: 2
- Views: 174
hmm..
I think vdbirrlicht is asking how to make these functions in vb.net.
Anyone know vb.net that can give them some pointers?
there's a translator at http://babel.altavista.com
English->French
I think vdbirrlicht is asking how to make these functions in vb.net.
Anyone know vb.net that can give them some pointers?
there's a translator at http://babel.altavista.com
English->French
- Sun Mar 27, 2005 4:48 pm
- Forum: Beginners Help
- Topic: Max Textures to Irrlicht
- Replies: 8
- Views: 364
I'm not sure what would be better. I guess it depends on what you are making. It seems likely that you are going to get more control if you seperate them into individual objects. You could even apply some physics to each, it could add a lot more realism, aside from the fact I imagine it will be much...
- Sun Mar 27, 2005 4:39 pm
- Forum: Beginners Help
- Topic: Modify Particle Emitter
- Replies: 3
- Views: 399
Modify Particle Emitter
I'm trying to figure out the best way to modify a particle emitter. My understanding of C++ is still somewhat limited so pardon me if the answer is something obvious. I need to update the direction/Lifetime of my particles to match my craft as it moves. I've built an emitter like so: tmp->LEngineFX ...