Search found 18 matches

by BoingBoing
Mon Oct 26, 2009 5:45 am
Forum: Beginners Help
Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
Replies: 5
Views: 459

BUMP

Can anyone confirm that this works?
by BoingBoing
Tue Oct 20, 2009 2:57 am
Forum: Beginners Help
Topic: Local to World Coordinates and Vice Versa
Replies: 13
Views: 1970

It is absolutely incorrect.

I tried to make an entity follow the camera but I failed miserably.
by BoingBoing
Sun Oct 18, 2009 1:31 am
Forum: Beginners Help
Topic: Local to World Coordinates and Vice Versa
Replies: 13
Views: 1970

Paid a trip to geometry-land. vector3df toWorldPos(IAnimatedMeshSceneNode* scene, vector3df vec) { vector3df pos = scene->getPosition(); vector3df ang = scene->getRotation().rotationToDirection(vec); return pos+ang; } vector3df toLocalPos(IAnimatedMeshSceneNode* scene, vector3df vec) { vector3df pos...
by BoingBoing
Sat Oct 17, 2009 11:21 pm
Forum: Beginners Help
Topic: Local to World Coordinates and Vice Versa
Replies: 13
Views: 1970

Local to World Coordinates and Vice Versa

SceneNode->GetWorldPosition(0,10,0);
Would return a global position.
SceneNode->GetWorldAngles(0,90,0);
Would return a global angle.
by BoingBoing
Sat Oct 17, 2009 4:34 am
Forum: Beginners Help
Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
Replies: 5
Views: 459

If I wanted the other one to move then I'd use a physics engine. I just want the object to stop dead in it's track. So how would I do a selector vs cylinder collision? Edit: And yes, 90 degrees Cylinders are what I'm going for. I'm actually not looking for collision, but really more of intersection....
by BoingBoing
Sat Oct 17, 2009 12:48 am
Forum: Beginners Help
Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
Replies: 5
Views: 459

Cylinder Vs Triangle Selector Collision, and a bunch of ?'s

Is this possible yet?

And is there a Cylinder vs Cylinder Collision detect also?

What is the best way to make the character move and climb up stairs?
In my 2D games I would move my character one pixel and then see if it collides with anything, then when it does it would move one pixel back.
by BoingBoing
Mon Oct 05, 2009 7:18 am
Forum: Beginners Help
Topic: Irrlicht + Newton Game Dynamics
Replies: 4
Views: 430

You need to put newton.lib into your linker.

This doesn't require irrnewt.
by BoingBoing
Sun Sep 27, 2009 12:54 am
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 125795

Which version of Newton does this support?
by BoingBoing
Fri Sep 25, 2009 3:15 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 110951

New example doesn't work.

I just ran it as it is without compiling.
by BoingBoing
Thu Sep 24, 2009 1:29 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 110951

Anyone have the ragdolls done yet?
by BoingBoing
Wed Sep 23, 2009 7:40 am
Forum: Project Announcements
Topic: RPG realtime game : The Legend of PigKing
Replies: 22
Views: 6213

Sweet, I'm Vietnamese too.

So is this going to be an MMORPG?

I don't know why, but the cartoony character style doesn't fit in with the background. Great nonetheless, I couldn't do any better anyways :P
by BoingBoing
Wed Sep 23, 2009 6:21 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 110951

I did the setup that came with the file.

Anyways, its just the examples that are broken. When I apply IrrPhysx to my own project it works so must be some weird code in the examples.
by BoingBoing
Tue Sep 22, 2009 10:48 pm
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 110951

I tried running a debug version but it can't load a mesh file if I tried to run it in Visual C++ 2008
by BoingBoing
Tue Sep 22, 2009 4:17 am
Forum: Project Announcements
Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
Replies: 425
Views: 110951

All the examples I can compile but they seem to crash on load.
by BoingBoing
Mon Sep 14, 2009 6:45 am
Forum: Beginners Help
Topic: Map and Camera Hull collision detection.
Replies: 4
Views: 367

So far I have this: smgr->getSceneCollisionManager()->getCollisionResultPosition(selector,camera->getPosition()+core::vector3df(0,30,0),core::vector3df(30,50,30),core::vector3df(0,-10,0)); But I'm a bit confused as to where to get the other parameters. I simply copied a bunch of those from scene::IS...