Search found 32 matches
- Wed Jun 02, 2010 5:48 pm
- Forum: Beginners Help
- Topic: Heap/Texture Error
- Replies: 4
- Views: 407
- Wed Jun 02, 2010 5:14 pm
- Forum: Beginners Help
- Topic: Heap/Texture Error
- Replies: 4
- Views: 407
Heap/Texture Error
I get the error:
Windows has triggered a breakpoint in Zombie.exe.
This may be due to a corruption of the heap, which indicates a bug in Zombie.exe or any of the DLLs it has loaded.
This may also be due to the user pressing F12 while Zombie.exe has focus.
The output window may have more ...
Windows has triggered a breakpoint in Zombie.exe.
This may be due to a corruption of the heap, which indicates a bug in Zombie.exe or any of the DLLs it has loaded.
This may also be due to the user pressing F12 while Zombie.exe has focus.
The output window may have more ...
- Fri May 21, 2010 7:46 pm
- Forum: Beginners Help
- Topic: Executing Logic n% of Time
- Replies: 4
- Views: 357
Executing Logic n% of Time
I want to implement some sort of "random" feel into my current AI and I need some help on executing logic n% of time. For example, I want my to follow the best path 80% of the time otherwise choose a random node to follow 20% of the time.
Any advice on how to execute logic n% of time possibly using ...
Any advice on how to execute logic n% of time possibly using ...
- Fri May 14, 2010 2:12 am
- Forum: Beginners Help
- Topic: Tutorial 7: Checking for KeyPressed
- Replies: 3
- Views: 602
- Fri May 14, 2010 2:05 am
- Forum: Beginners Help
- Topic: createFollowSplineAnimator
- Replies: 1
- Views: 383
createFollowSplineAnimator
When my program calls createFollowSplineAnimator, I use 0 for the first parameter as start time. The problem is that once it is called, it appears at the end location, automatically. My question is that if I use 0 for the start time, does that mean it will run the path 0 ms after the progam is ...
- Fri May 14, 2010 12:36 am
- Forum: Beginners Help
- Topic: Retrieving Pointer From smgr->AddMeshSceneNode call
- Replies: 4
- Views: 487
The program that I have is a bit long. But if I had created a class that holds a pointer to an IAnimatedMeshScene, shouldn't the above code work? I set the pointer in my class to the pointer that is returned from the smgr above.
When I run the program, it says in the debugger that the pointer node ...
When I run the program, it says in the debugger that the pointer node ...
- Fri May 14, 2010 12:11 am
- Forum: Beginners Help
- Topic: Retrieving Pointer From smgr->AddMeshSceneNode call
- Replies: 4
- Views: 487
Retrieving Pointer From smgr->AddMeshSceneNode call
I currently have a class that holds a pointer to an IMeshSceneNode, found below:
class GraphNode
{
public:
GraphNode();
scene::IMeshSceneNode* node;
};
The problem is that when I create a GraphNode and do something like this:
GraphNode a;
a.node = smgr->addMeshSceneNode(//node properties ...
class GraphNode
{
public:
GraphNode();
scene::IMeshSceneNode* node;
};
The problem is that when I create a GraphNode and do something like this:
GraphNode a;
a.node = smgr->addMeshSceneNode(//node properties ...
- Thu May 13, 2010 10:09 am
- Forum: Beginners Help
- Topic: Tutorial 7: Checking for KeyPressed
- Replies: 3
- Views: 602
Tutorial 7: Checking for KeyPressed
I am playing around with Tutorial 7 and I want to add some logic when a certain key is press, for example the key 'Q'.
Since the tutorial added its own FPS Camera, how can I check when the 'Q' key is being pressed?
Thank you.
Since the tutorial added its own FPS Camera, how can I check when the 'Q' key is being pressed?
Thank you.
- Tue May 11, 2010 5:22 pm
- Forum: Beginners Help
- Topic: Animations In Sequence
- Replies: 4
- Views: 731
- Tue May 11, 2010 8:30 am
- Forum: Beginners Help
- Topic: Animations In Sequence
- Replies: 4
- Views: 731
- Tue May 11, 2010 12:24 am
- Forum: Beginners Help
- Topic: Animations In Sequence
- Replies: 4
- Views: 731
Animations In Sequence
I have a node that I want to travel from point A to point B. Once it reaches point B, I want it to then animate itself to point C.
Doing this isn't possible by just adding 2 animators (A to B, B to C). How would I then check if the node has reached from A to point B and then call the animation from ...
Doing this isn't possible by just adding 2 animators (A to B, B to C). How would I then check if the node has reached from A to point B and then call the animation from ...
- Tue May 04, 2010 8:54 am
- Forum: Beginners Help
- Topic: Coloring A Scene Node
- Replies: 9
- Views: 1431
- Tue May 04, 2010 7:28 am
- Forum: Beginners Help
- Topic: Coloring A Scene Node
- Replies: 9
- Views: 1431
- Tue May 04, 2010 3:45 am
- Forum: Beginners Help
- Topic: Coloring A Scene Node
- Replies: 9
- Views: 1431
- Tue May 04, 2010 2:25 am
- Forum: Beginners Help
- Topic: Coloring A Scene Node
- Replies: 9
- Views: 1431