Search found 9 matches
- Tue Nov 15, 2011 4:20 am
- Forum: Beginners Help
- Topic: Face's material detection based on raycasting...
- Replies: 8
- Views: 593
Re: Face's material detection based on raycasting...
Hmm... I suppose I COULD go back to the old way of setting up nodes for different materials. And since I'm now using XEffects for lighting, I don't think the normals should matter, so they don't NEED to be connected... and I'm using Newton for physics and I have separate collision maps for my levels...
- Tue Nov 15, 2011 12:06 am
- Forum: Beginners Help
- Topic: Face's material detection based on raycasting...
- Replies: 8
- Views: 593
Face's material detection based on raycasting...
OK, so I was wondering if anyone has a good method for this. I have a player, 3rd-person view. Now, when they walk, I want different sounds to play for footsteps based on the surface they're walking on. I once tried a method where I made every different kind of surface into a separate mesh and detec...
- Sat May 14, 2011 6:29 pm
- Forum: Project Announcements
- Topic: My Action-RPG engine... (Major WIP)
- Replies: 3
- Views: 1783
- Sat May 14, 2011 1:02 am
- Forum: Project Announcements
- Topic: My Action-RPG engine... (Major WIP)
- Replies: 3
- Views: 1783
My Action-RPG engine... (Major WIP)
Hello, I'm Jason, an 18-year-old C++ programmer/gamer. I've been working on an engine for an action-RPG idea I've had for a while... and just recently, I made a new version using Newton physics engine. To test it, I used levels from Zelda TP. Then I made a video about it - http://www.youtube.com/wat...
- Wed Mar 16, 2011 9:21 pm
- Forum: Advanced Help
- Topic: Porting B3D support to a closed-source port
- Replies: 3
- Views: 538
Yeah, I don't like it too much, either! It even makes you display THEIR splash screen. If you choose not to, your device will close after 10 minutes. I was expecting them to AT LEAST add new features before calling it their own, too. Also, it would crash my PSP whenever I set the starting frame of a...
- Wed Mar 16, 2011 3:23 am
- Forum: Advanced Help
- Topic: Porting B3D support to a closed-source port
- Replies: 3
- Views: 538
Porting B3D support to a closed-source port
A week ago, I got a PSP, and started programming homebrew for it. While learning about the PSP, I also found out that there was an Irrlicht port for PSP called the "LTE Engine". I was pretty excited, seeing as I love Irrlicht, and have been using it for about 2 years now. I went to go get ...
- Tue Dec 21, 2010 6:20 pm
- Forum: Advanced Help
- Topic: Ambient Lighting - Possible bug?
- Replies: 3
- Views: 3094
- Sat Dec 18, 2010 1:14 am
- Forum: Advanced Help
- Topic: Ambient Lighting - Possible bug?
- Replies: 3
- Views: 3094
Ambient Lighting - Possible bug?
Hello, I believe I have a problem that could possibly be a bug. I just recently installed Windows XP Pro on a former Vista computer, and got Visual Studio 2008 Express edition. I got Irrlicht 1.7.2. I also got the latest DirectX SDK. I compiled Irrlicht, set up my enviroment, and began making a simp...
- Mon Feb 01, 2010 3:55 am
- Forum: Project Announcements
- Topic: Wiirrlicht
- Replies: 33
- Views: 13444