Search found 19 matches

by mataanjin
Thu May 26, 2011 12:49 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 217254

@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 ...
by mataanjin
Sun May 22, 2011 7:31 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 217254

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 ...
by mataanjin
Fri May 13, 2011 9:48 am
Forum: Advanced Help
Topic: [asl]manage layer
Replies: 3
Views: 512

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 ...
by mataanjin
Fri May 13, 2011 4:14 am
Forum: Advanced Help
Topic: [asl]manage layer
Replies: 3
Views: 512

[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 ...
by mataanjin
Wed May 11, 2011 12:12 pm
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 145895

how to broadcast a message?

i want to make a lobby system, where the client will broadcast message to find all available server.
by mataanjin
Wed May 11, 2011 11:24 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 217254

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 ...
by mataanjin
Wed May 11, 2011 8:56 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 217254

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 ...
by mataanjin
Thu Apr 07, 2011 1:46 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 217254

@RobinvK
maybe you need to use release instead of debug.
by mataanjin
Fri Feb 11, 2011 1:08 pm
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 145895

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 ...
by mataanjin
Tue Feb 08, 2011 9:43 am
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 145895

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 ...
by mataanjin
Tue Jun 15, 2010 1:17 am
Forum: Beginners Help
Topic: movement + rotation?
Replies: 8
Views: 1325

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 ...
by mataanjin
Mon Jun 14, 2010 12:29 pm
Forum: Beginners Help
Topic: collistion using octtree
Replies: 2
Views: 442

hybrid wrote:Example 7 also has the collision code for octrees - the camera cannot run into the castle mesh.
i know that.
but how can i use triangle instead of ray?
so i can check collision like using bounding box.

or is there a way to make a oriented bounding box?
by mataanjin
Mon Jun 14, 2010 7:57 am
Forum: Beginners Help
Topic: collistion using octtree
Replies: 2
Views: 442

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 ...
by mataanjin
Mon Jun 14, 2010 7:40 am
Forum: Beginners Help
Topic: movement + rotation?
Replies: 8
Views: 1325

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 ...
by mataanjin
Sat Jun 05, 2010 3:02 pm
Forum: Beginners Help
Topic: how to use list
Replies: 9
Views: 863

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 ...