Search found 47 matches
- Mon Mar 12, 2012 1:08 am
- Forum: Beginners Help
- Topic: Getting Irrlicht to render even when not in focus.
- Replies: 3
- Views: 258
Re: Getting Irrlicht to render even when not in focus.
Sigh... yeah, figures I forget that lol. Thanks you can remove this thread.
- Sun Mar 11, 2012 10:47 pm
- Forum: Beginners Help
- Topic: Getting Irrlicht to render even when not in focus.
- Replies: 3
- Views: 258
Getting Irrlicht to render even when not in focus.
Hey there! I wanted to know if there's a way of getting Irrlicht to render, even when it's not in focus. At least for me, I havent needed this before now, but I currently need the engine to keep rendering even when it's not in focus. Any ideas? (Sorry if the solution is something simple, actually ne...
- Sun Dec 18, 2011 4:21 pm
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 151169
Re: xml based postprocessing framework
Hi Justei, I'm unsure about if this is my fault or well, what it could be... Anyhow, the problem I am having is that whenever I try to include this into my project I get the following error: ..... I don't know exactly, but I guess this could be a const issue. Perhaps changing the definition of the ...
- Sun Dec 18, 2011 4:08 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month December 2011 [Winner announcent]
- Replies: 16
- Views: 9942
Re: Screenshot of the Month December 2011 [Submit now!]
Is the HUD text supposed to be that blurry? (Daniel, lvl 153 etc) Actualy no, we are still working on the HUD :) parts are done, like the chat and the exp bar, but the rest is actually a picture that is over the screen so I have a easier time developing and positioning the GUI when I work on it ^^ ...
- Sun Dec 18, 2011 3:19 am
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 151169
Re: xml based postprocessing framework
I'm unsure about if this is my fault or well, what it could be... Anyhow, the problem I am having is that whenever I try to include this into my project I get the following error: C:\Users\Kristoffer\Desktop\ChannelIrrlicht\include\irrMap.h|488|error: non-static reference member 'irr::core::map<irr:...
- Sun Dec 18, 2011 2:42 am
- Forum: Competition Time!
- Topic: Screenshot of the Month December 2011 [Winner announcent]
- Replies: 16
- Views: 9942
Equilibrium, a new MMOFPS.
This image is from my latest project called Equilibrium. It's a MMOFPS that's being developed by my team. (Please visit our development blog http://rigid-soft.com if you want to support us :D). Anyhow the picture shows what you can do with a little manipulation of models + shininess and correct plac...
- Thu Dec 15, 2011 3:51 pm
- Forum: Everything 2d/3d Graphics
- Topic: Cheap Programmer For Hire (me)
- Replies: 19
- Views: 6337
Re: Cheap Programmer For Hire (me)
I hired devsh to help me and to code me video playback for Irrlicht and here is my review: AMAZING! Simply put, the end product exceeded my expectations by far. The quality of the code, simplicity of use, and help with setup were all done in a very professional manner and within a very reasonable ti...
- Sun Dec 04, 2011 4:31 pm
- Forum: Advanced Help
- Topic: Paying for physics integration (character controller).
- Replies: 16
- Views: 2106
Re: Paying for physics integration (character controller).
For hill climbing i do a raycast on the ground (with Newton, anyway...) to get the normal of the ground, and then, i perform a dot product with a vertical vector aiming to the positive Y axis (both normalized). The result of this is basically the cosine of the slope of the ground, meaning that 1 is...
- Sun Dec 04, 2011 2:07 pm
- Forum: Advanced Help
- Topic: Paying for physics integration (character controller).
- Replies: 16
- Views: 2106
Re: Paying for physics integration (character controller).
For hill climbing i do a raycast on the ground (with Newton, anyway...) to get the normal of the ground, and then, i perform a dot product with a vertical vector aiming to the positive Y axis (both normalized). The result of this is basically the cosine of the slope of the ground, meaning that 1 is...
- Thu Dec 01, 2011 8:54 pm
- Forum: Advanced Help
- Topic: Paying for physics integration (character controller).
- Replies: 16
- Views: 2106
Re: Paying for physics integration (character controller).
Ah yeah - hills are always tricky with pure physics solution. Usually you will do that different - make physics settings in a way you can walk everywhere - and then define walkable areas in an editor. Hmm, my thought atm is to make it so that I raycast in the direction the player is moving to get t...
- Thu Dec 01, 2011 7:47 pm
- Forum: Advanced Help
- Topic: Paying for physics integration (character controller).
- Replies: 16
- Views: 2106
Paying for physics integration (character controller).
Hello! I was wondering if anyone would like to help me and my friend add physics to our game, we already use irrBullet but it's not enough since we need to be able to walk up hills etc (were gonna use heightmaps for the game). We can pay for the help but keep in mind were not rich lol, so if you can...
- Thu Nov 24, 2011 5:35 pm
- Forum: Advanced Help
- Topic: Will pay for help with video playback.
- Replies: 2
- Views: 508
Will pay for help with video playback.
Hello, so I don't really have the time or really know completely how to go about making some good video playback code. So I figured I'd try looking for someone that wants to help me out for a little cash, I don't care if you have written it all by yourself or whatever, the only important part is tha...
- Tue Nov 22, 2011 12:10 am
- Forum: Beginners Help
- Topic: Get distance to object Irrlicht.
- Replies: 4
- Views: 530
Re: Get distance to object Irrlicht.
Huh, googled fast for a function like it but I needed my own anyway so I just made it ^^ but that's really neat lol. Oh well at least I got some more practice xD. Edit: About getabsoluteposition, I actually don't have the same parent on my nodes and it seems to work fine ^^. But you are most likely ...
- Mon Nov 21, 2011 11:53 pm
- Forum: Beginners Help
- Topic: Get distance to object Irrlicht.
- Replies: 4
- Views: 530
Get distance to object Irrlicht.
Well, I know this is a very simple task, however I thought someone may find it usefull xD... float x,z, dx, dz, distance; x = selectedSceneNode->getPosition().X; z = selectedSceneNode->getPosition().Z; dx = (camera->getPosition().X > x) ? camera->getPosition()...
- Thu Nov 17, 2011 9:39 pm
- Forum: Advanced Help
- Topic: Parallax problem, maybe a irrlicht bug?
- Replies: 18
- Views: 2290
Re: Parallax problem, maybe a irrlicht bug?
Just made a quick test with your code + some other code to make it compile. Does it work for you and is this what you need? Release.rar - 1.5 Mb Move around with fps cam (was too lazy to position/rotate it myself :D ) Well, I got it to work like that :) problem was actually what the previous poster...