Search found 19 matches
- Thu May 26, 2011 12:49 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163292
@cobra i have change to this for(u32 i=0; i < world->getNumManifolds(); i++) { ICollisionCallbackInformation *info = world->getCollisionCallback(i); ICollisionObject* obj1 = info->getBody0(); ICollisionObject* obj2 = info->getBody1(); int numContacts = info->getPointer()->getNumContacts(); if(info->...
- Sun May 22, 2011 7:31 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163292
how do i use the collision callback with this? i try to follow collision example, but it didn't give me the correct collision. sometimes, even if 2 bodies didn't collide it tell me that 2 bodies has collide. but, the collision response is correct though. here is my collision handle code for(u32 i=0;...
- Fri May 13, 2011 9:48 am
- Forum: Advanced Help
- Topic: [asl]manage layer
- Replies: 3
- Views: 408
if( input->getLayer() != layerID ) return input->getLayer(); the return thing is really suspicious in main loop. as for: what is the best way to manage layers? you can use this way as long as you know what you're doing. Also you could build a state(layer) manager which stores the layers, and update...
- Fri May 13, 2011 4:14 am
- Forum: Advanced Help
- Topic: [asl]manage layer
- Replies: 3
- Views: 408
[asl]manage layer
what is the best way to manage layers? i have layer, such as: MainLayer OptionLayer GameLayer and so on. my current code is Layer_ID layerID; layerID = UTAMA; while(true) { switch(layerID) { case UTAMA: { MenuUtama *layer = new MenuUtama(); layer->init(device, soundEngine); layerID = layer->update()...
- Wed May 11, 2011 12:12 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121778
- Wed May 11, 2011 11:24 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163292
Whaaaaaaaaaaaaaaaaaaaaat? What if rot.Z = 180? Setting it to 0 will cause rot.Y in effect to flip. It's Euler angles. They can't be wrangled. Or compared. well, i use a plane as the ground, so rot.Z is usually 0 - 1. the reset function is working, in quadrant 1 and 4, but not when quadrant 2 and 3....
- Wed May 11, 2011 8:56 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163292
i tried to reset my raycastvehicle when the suspension fails, i want to keep everything but the y position and x,z rotation. but i have a problem, when the vehicle is in quadrant 2 or 3, it will rotate to other side(in quadrant 1 or 4) void RCCar::resetSpring() { matrix4 mat4; mat4 = rBody->getWorld...
- Thu Apr 07, 2011 1:46 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163292
- Fri Feb 11, 2011 1:08 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121778
hi try to add switch(event.EventType) { case EET_GUI_EVENT: s32 id = event.GUIEvent.Caller->getID(); ... break; } to ensure that a gui event is happend and not a key event or someting like that yes, it solved my problem. Thanks. now i have another problem. I can't create server it shows this error ...
- Tue Feb 08, 2011 9:43 am
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121778
i'm try to combine this with irrlicht. i try to make a simple window, with 2 button, 1 for server and the other for client. and here is the code #include <irrlicht.h> #include <irrNet.h> #include <iostream> using namespace irr; using namespace core; using namespace scene; using namespace video; usin...
- Tue Jun 15, 2010 1:17 am
- Forum: Beginners Help
- Topic: movement + rotation?
- Replies: 8
- Views: 1133
Hello again! :D I'll try something like that! But i think I'm gonna use a dummy scene node. If it works, I'll let you know!!! One more question: These scene nodes must be parent and child of each other? Anyway, Thanks a lot for answering, mataanjin !!! :D yes, it should, so the dir will always poin...
- Mon Jun 14, 2010 12:29 pm
- Forum: Beginners Help
- Topic: collistion using octtree
- Replies: 2
- Views: 384
- Mon Jun 14, 2010 7:57 am
- Forum: Beginners Help
- Topic: collistion using octtree
- Replies: 2
- Views: 384
collistion using octtree
i have been using bounding box for collision detection. but i have problem when my object move around, the collision is wrong, maybe because it's using aabb algorithm. this is my collision code bool collision(scene::ISceneNode *other) { if(colModel->getTransformedBoundingBox().intersectsWithBox(othe...
- Mon Jun 14, 2010 7:40 am
- Forum: Beginners Help
- Topic: movement + rotation?
- Replies: 8
- Views: 1133
Hello guys! I'm having a very similar problem. I'm trying to make my node movements this way (Inspired by Resident Evil 4 Camera Style): 1 - Left and Right keys rotate my character node; 2 - Up and Down move my character node in the direction it's looking at. My problem: How am I suposed to get the...
- Sat Jun 05, 2010 3:02 pm
- Forum: Beginners Help
- Topic: how to use list
- Replies: 9
- Views: 669
Iterators get invalid when the list is changed. After r == 2 you are calling ++it for an iterator that points to an element that just got deleted. But erase returns an iterator to the following object, so that should work: u32 r= object->update(device->getTimer()->getTime()); if ( r == 2 ) it = Bul...