Search found 162 matches

by Boogle
Sun Feb 22, 2004 6:20 pm
Forum: Beginners Help
Topic: time
Replies: 9
Views: 1837

Making an animator isn't much work. There's only 1 required method (animate, or animateNode, or whatever it's called), into which you will put your state update and basic velocity equation stuff. You cannot add acceleration to a FlyStraightAnimator except by either modifying the engine source (not ...
by Boogle
Sun Feb 22, 2004 3:35 pm
Forum: Beginners Help
Topic: time
Replies: 9
Views: 1837

You'll have to make your own animator. You could start off by copying the code from the FlyStraightAnimator if you wanted, but I'd recommend starting from scratch so you're not stuck trying to squeeze your requirements into the FlyStraightAnimator's framework.
by Boogle
Sat Feb 21, 2004 4:11 pm
Forum: Beginners Help
Topic: time
Replies: 9
Views: 1837

However, I should also point out that IrrLicht now contains a Quaternion class, conversion methods to and from Quaternions to Matrix4s, and the Quaternion Slerp function. So all the hard work has already been done, you just need to specify a starting rotation, destination rotation, and keep track of ...
by Boogle
Sat Feb 21, 2004 4:01 pm
Forum: Beginners Help
Topic: time
Replies: 9
Views: 1837

How about an animator with a state variable to say whether it's currently moving left, moving right, or waiting 6 seconds?

First you'd need a variable to keep track of when to next switch states. You'd also need to keep a velocity vector and acceleration vector if you wanted to avoid Quaternions ...
by Boogle
Wed Feb 18, 2004 8:49 pm
Forum: Beginners Help
Topic: Lights go out after a short distance.
Replies: 3
Views: 965

Do you have the EMF_LIGHTING option set to True on your objects? Also, give us a screenshot..
by Boogle
Sun Feb 15, 2004 3:05 pm
Forum: Off-topic
Topic: Modelling Plastic
Replies: 2
Views: 1748

It may.. however I don't really know anything about how to export things from Maya so that they look good in a realtime renderer, and how to import things in Irrlicht so that they keep the options I set in Maya.. :/
by Boogle
Sun Feb 15, 2004 4:28 am
Forum: Project Announcements
Topic: Tokamak + Irrlicht (code release 0.5 !!!)
Replies: 39
Views: 21923

Hey powerpop, just checked your TokamakSceneNode code and found that you are using some code I made to make the body's inertia tensor (at least it looks like mine). You should know that it contains a bug I never got around to fixing :) On the cylinder scene node, once you have determined which ...
by Boogle
Sun Feb 15, 2004 4:18 am
Forum: Advanced Help
Topic: creating pics
Replies: 4
Views: 1479

The 2DGraphics example that comes with Irrlicht 0.4 demonstrates how to do this. Basically you have to call driver->makeColorKeyTexture(yourTexture,locationOfTransparentPixel);
by Boogle
Sun Feb 15, 2004 4:14 am
Forum: Off-topic
Topic: Modelling Plastic
Replies: 2
Views: 1748

Modelling Plastic

Hey all..

I'm trying to create an single-colour plastic-looking model and draw it in Irrlicht but am having some difficulty. The problem is the object looks fine in my 3d modeller (Maya) but when I export to Irrlicht it looses all definition and just looks like a big blob. It's still the right ...
by Boogle
Sun Feb 15, 2004 4:06 am
Forum: Beginners Help
Topic: handmade camera wont follow handmade node
Replies: 11
Views: 2407

Yes, it was found quite a while ago that the setPosition() method of scene nodes updates the position vector inside the node, but the node's transformation matrix is not updated until after rendering (in onPostRender()). So any position, rotation, or scaling changes you make do not take affect until ...
by Boogle
Fri Jan 16, 2004 4:13 pm
Forum: Beginners Help
Topic: Skydome - How to do
Replies: 5
Views: 1298

I would check how big Niko makes the skybox that is currently used, and make the dome that size.
by Boogle
Thu Jan 15, 2004 10:22 pm
Forum: Off-topic
Topic: Deutsches Forum
Replies: 18
Views: 6334

We don't need the messages translated, we can just use Babelfish!

For instance, I just checked and found that Ayanami said:

the German forum is not net degree stout. php errors around admin nciht worries and then still except in this thread anywhere mentioned. thus can one hardly on many membern ...
by Boogle
Thu Jan 15, 2004 10:14 pm
Forum: Advanced Help
Topic: matrix4 -> Euler Angles
Replies: 7
Views: 2383

Cool Thanks :)
by Boogle
Wed Jan 14, 2004 5:57 pm
Forum: Advanced Help
Topic: matrix4 -> Euler Angles
Replies: 7
Views: 2383

matrix4 -> Euler Angles

Does anyone have working Irrlicht code to convert a rotational matrix to Euler angles (the standard Irrlicht representation of angles)? I've seen various threads about this before with suggested code, but no one has ever come back and said that the code worked 100% for them.
by Boogle
Wed Jan 14, 2004 5:54 pm
Forum: Advanced Help
Topic: re-init IrrLicht at runtime
Replies: 6
Views: 2688

Well I was saying that if this ability was built in to the engine, Niko could keep the scene manager (with the node heirarchy etc) and just reset all managed objects as necessary. To me the biggest issue for users currently when restarting the device in a different mode (aside from the fact that we ...