First there is a compiler that compiles LPC into native assembler objects.
Then there is a library that runs those objects and offers interfaces to many other possible libraries, including Irrlicht.
So yes, I am creating a 3D client&server environment programmable in LPC.
The idea is to make the ...
Search found 8 matches
- Mon Nov 22, 2010 4:03 pm
- Forum: Project Announcements
- Topic: GD 3D SDK
- Replies: 4
- Views: 2024
- Sun Nov 21, 2010 11:58 pm
- Forum: Project Announcements
- Topic: GD 3D SDK
- Replies: 4
- Views: 2024
P.S.
One feature that wasn't really mentioned that might interest someone here, is that based on that system, the 3D client/server aims to create a seamless unlimited world with realtime world-editing based on a cubemap model (courtesy of PI!).
- Sun Nov 21, 2010 11:21 pm
- Forum: Project Announcements
- Topic: GD 3D SDK
- Replies: 4
- Views: 2024
GD 3D SDK
This is a project in its very beginning phase, but it should have potential.
If anyone is interested and it would happen we have a meeting of minds and someone would like to help with it, that would be great.
It'll be best for you to visit the web-site to get the full idea of it, but I'll copy ...
If anyone is interested and it would happen we have a meeting of minds and someone would like to help with it, that would be great.
It'll be best for you to visit the web-site to get the full idea of it, but I'll copy ...
- Sun Jul 18, 2010 9:42 pm
- Forum: Beginners Help
- Topic: Irrlicht 1.5 project on 1.7.1 shows textures as white
- Replies: 4
- Views: 411
- Sun Jul 18, 2010 9:38 pm
- Forum: Beginners Help
- Topic: Irrlicht 1.5 project on 1.7.1 shows textures as white
- Replies: 4
- Views: 411
Found it
I found the problem.
The project code written for 1.5 had the following:-
meshBuffer = new scene::SMeshBuffer;
meshBuffer->setHardwareMappingHint(scene::EHM_DYNAMIC,scene::EBT_VERTEX_AND_INDEX);
mesh = new scene::SMesh;
mesh->addMeshBuffer(meshBuffer);
node = smgr->addMeshSceneNode(mesh, NULL ...
The project code written for 1.5 had the following:-
meshBuffer = new scene::SMeshBuffer;
meshBuffer->setHardwareMappingHint(scene::EHM_DYNAMIC,scene::EBT_VERTEX_AND_INDEX);
mesh = new scene::SMesh;
mesh->addMeshBuffer(meshBuffer);
node = smgr->addMeshSceneNode(mesh, NULL ...
- Sun Jul 18, 2010 6:01 pm
- Forum: Beginners Help
- Topic: Irrlicht 1.5 project on 1.7.1 shows textures as white
- Replies: 4
- Views: 411
Irrlicht 1.5 project on 1.7.1 shows textures as white
I wonder if anyone could help me with the following, please?
I graciously received one person's small project for Irrlicht 1.5, and it compiled and ran fine.
However as I'm wishing to integrate it with my project, which uses 1.7.1, I made the required modifications to get it to compile (mainly ...
I graciously received one person's small project for Irrlicht 1.5, and it compiled and ran fine.
However as I'm wishing to integrate it with my project, which uses 1.7.1, I made the required modifications to get it to compile (mainly ...
- Sun Jul 18, 2010 1:46 pm
- Forum: Beginners Help
- Topic: Lots of Boxes!
- Replies: 10
- Views: 1274
Looking forward for this and/or similar solutions
I've been wishing to find a solution for this for months now.
Please do share this, and/or any similar ways to do it.
It would be greatly appreciated! Thank-you.
Please do share this, and/or any similar ways to do it.
It would be greatly appreciated! Thank-you.
- Sun Jul 18, 2010 9:57 am
- Forum: Beginners Help
- Topic: Octree question
- Replies: 11
- Views: 3353
Anyone have code like this to share?
Has anyone implemented anything like this, that they have already shared or are willing to share, please?
It would be very helpful.
It would be very helpful.