Search found 83 matches

by cookie
Mon Mar 21, 2011 11:26 pm
Forum: Beginners Help
Topic: CopperCube vs IrrEdit
Replies: 9
Views: 3286

I'm using irrEdit 1.5 because of the Plugins you can code and load in irrEdit and your game, if CopperCube could use the same plugIns as IrrEdit does, I would switch to coppercube, but without my plugins coppercube is useless for me.
by cookie
Sun Mar 20, 2011 2:46 am
Forum: Beginners Help
Topic: Speed of object
Replies: 5
Views: 386

Yeah, thats what I was looking for.

Thanks :)
by cookie
Sun Mar 20, 2011 12:42 am
Forum: Beginners Help
Topic: Speed of object
Replies: 5
Views: 386

Speed of object

I've got a vector which contains the speed of an object on the X,Y and Z-Axis. How can I get the "absolute" speed of this objects by using the X Y and Z Speed of it?
by cookie
Fri Nov 26, 2010 2:45 pm
Forum: Code Snippets
Topic: AdvancedParticleSystem with IrrEdit plugin
Replies: 21
Views: 7989

Ah, thank you. But now I get many Errors like this: bla|549|undefined reference to `irr::scene::CParticleAnimatedMeshSceneNodeEmitter::CParticleAnimatedMeshSceneNodeEmitter(irr::scene::IAnimatedMeshSceneNode*, bool, irr::core::vector3d<float> const&, float, int, bool, unsigned int, unsigned int,...
by cookie
Fri Nov 26, 2010 1:01 pm
Forum: Code Snippets
Topic: AdvancedParticleSystem with IrrEdit plugin
Replies: 21
Views: 7989

The files doesn't exist in my Irrlicht Include folder .__.

There are just a few with a "IParticle..." prefix and not with a "CParticle..." and there are not all the files which I listet in a post before with an "IParticle...." prefix.

I'm using Irrlicht 1.7.2
by cookie
Thu Nov 25, 2010 10:11 pm
Forum: Code Snippets
Topic: AdvancedParticleSystem with IrrEdit plugin
Replies: 21
Views: 7989

The problem is: This files doesn't exist, so I can't link them to my project...
by cookie
Thu Nov 25, 2010 6:24 pm
Forum: Code Snippets
Topic: AdvancedParticleSystem with IrrEdit plugin
Replies: 21
Views: 7989

How can I use this with Irrlicht 1.7.2? When I compile my project and the CAdvancedParticleSystem.h is included the compiler can't find these files: #include <CParticleSystemSceneNode.h> #include <CAttributes.h> #include "os.h" #include <CParticleAnimatedMeshSceneNodeEmitter.h> #include <C...
by cookie
Tue Nov 16, 2010 2:18 pm
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Allrigt, it works perfect :)

Thank you!

Only problem now: the sounds get played to often on every little movement of the rigid bodys, but I think I can fix this.
by cookie
Mon Nov 15, 2010 3:23 pm
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Thank you. So now 2 more questions: What does the function "verifyCollisionCallback" do? and Which of the colliding bodys is info->getBody1, the one I check about collision or the body which collides with the body I'm checking? I think the one which I want to check... Thanks for your help.
by cookie
Sun Nov 14, 2010 1:39 pm
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Allright, but whats happening in the functions with "handle" at the beginning?
... checks to see what type of objects are colliding (by checking attributes)
How do you do that?
by cookie
Sat Nov 13, 2010 1:56 pm
Forum: Off-topic
Topic: drugs advertising
Replies: 15
Views: 1966

This bastard spammend more than 7 pages in the beginners help >.<
Fuckin spambots
by cookie
Sat Nov 13, 2010 9:42 am
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Okay, thank you.

Is there a way to check just for example my dynamic bodies, when I've got them in a list like the code a few posts above?
by cookie
Fri Nov 12, 2010 9:29 pm
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Cobra isn't avaible I think...because I wrote him a few days ago a PM and he didn't answer until now :0 But I've got an update for my problem, which is...bad... I tried it again with this code: list<IRigidBody*>::Iterator current_body= dynamic_bodies.begin(); for (; current_body !=dynamic_bodies.end...
by cookie
Fri Nov 12, 2010 8:34 pm
Forum: Beginners Help
Topic: Does Irrlicht have them?
Replies: 10
Views: 610

You can program the most of the points by your own
by cookie
Fri Nov 12, 2010 12:37 pm
Forum: Beginners Help
Topic: irrBullet - how to check collision and play a sound
Replies: 14
Views: 1326

Thanks for the answers. No, both of you didn't understand my problem :> So here is an better description of my problem: 1. I've got a room. The room-node is given to irrBullet to create an IBvhTriangleMeshShape of it. 2. I add the attributes "collided" and "world" as bools to the...