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 ...
Search found 21 matches
- Sun Apr 03, 2005 1:09 am
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 1032
- Sun Apr 03, 2005 12:48 am
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 1032
- Fri Apr 01, 2005 11:31 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 1032
- Fri Apr 01, 2005 10:04 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 1032
- Fri Apr 01, 2005 9:23 pm
- Forum: Beginners Help
- Topic: Logic Question
- Replies: 9
- Views: 1032
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 ...
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 ...
- Thu Mar 31, 2005 3:50 am
- Forum: Beginners Help
- Topic: real 3D Text
- Replies: 2
- Views: 528
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 ...
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 ...
- Tue Mar 29, 2005 10:20 pm
- Forum: Beginners Help
- Topic: Modify Particle Emitter
- Replies: 3
- Views: 555
- 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: 1136
- Mon Mar 28, 2005 11:28 pm
- Forum: Beginners Help
- Topic: closeDevice() & drop()
- Replies: 6
- Views: 692
- Mon Mar 28, 2005 2:43 pm
- Forum: Beginners Help
- Topic: Max Textures to Irrlicht
- Replies: 8
- Views: 583
- Mon Mar 28, 2005 2:40 pm
- Forum: Beginners Help
- Topic: closeDevice() & drop()
- Replies: 6
- Views: 692
- Mon Mar 28, 2005 2:34 pm
- Forum: Beginners Help
- Topic: Modify Particle Emitter
- Replies: 3
- Views: 555
- Mon Mar 28, 2005 2:29 pm
- Forum: Beginners Help
- Topic: particles fonctions ajouter irrlicht.net
- Replies: 2
- Views: 260
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: 583
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: 555
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 ...
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 ...