Search found 29 matches

by Brinsky
Fri Jun 10, 2005 11:50 pm
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

The source code is nicely written and understandable ones you manage to understand its root.. also i don't know what kind of errors you keep getting so i can't be much of a help here. nevertheless the saying goes 'where's the will there's a way'. i advise you stick to it if you're determined to comp...
by Brinsky
Tue Jun 07, 2005 3:51 pm
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

Yeah, but the official irrlicht runs by itsself, I would like my autorun on the cd to be 3D, before anything is installed, so we'd have to wait for the next official release or something, I guess. Well... If your solution creates a device using the edt_directx9 device creation flag, it means the ho...
by Brinsky
Mon Jun 06, 2005 6:09 pm
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

Users obviously won't have the SDK installed so this will only work for a tempoarary solution

When you release your solution, you don't need the SDK. The needed DX source is already compiled into your solution. The user only needs the Dx runtimes, that's redistributables.
by Brinsky
Thu Jun 02, 2005 3:47 pm
Forum: Beginners Help
Topic: Adding static meshES to an IAnimatedMeshSceneNode?
Replies: 0
Views: 139

Adding static meshES to an IAnimatedMeshSceneNode?

is it possible to have ... let's say ... three static meshes and add them to an IAnimatedMeshSceneNode at a different frame?! That would result in animating a character. I'm asking, because morphing isn't available in irr, and this could bridge my problem.

Thanks
by Brinsky
Thu Jun 02, 2005 3:21 pm
Forum: Beginners Help
Topic: Just one question and I'm off...
Replies: 4
Views: 337

you load it just as any other mesh file.
by Brinsky
Thu Jun 02, 2005 3:06 pm
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

ok, so here's the whole deal (except it's lacking the Dx8 support). I have included both versions... debug and release. http://www2.arnes.si/~mhojni7/irrlicht/Irrlicht.10.NoDx8.rar Note: when you compile your irr program, the directory structure looks something like this: ProgRoot: __[Debug] __[Rele...
by Brinsky
Thu Jun 02, 2005 2:29 pm
Forum: Advanced Help
Topic: Morphing?
Replies: 2
Views: 620

Morphing?

1. I couldn't find any .x exporters to support morphing. any ideas?
2. Has anyone tried to implement the morph channeling from .x to irr?

Thanks
by Brinsky
Wed Jun 01, 2005 6:36 pm
Forum: Advanced Help
Topic: camera/avatar movement adjustment
Replies: 1
Views: 342

SOLVED

hmh... with some jumps and crouches :lol:
by Brinsky
Tue May 31, 2005 2:51 pm
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

SOLVED

I managed to recompile the engine, it's for Dx9 ONLY though...
anime4christ, Trouble, I hope it helps:

http://www2.arnes.si/~mhojni7/irrlicht/ ... mpiled.rar
by Brinsky
Mon May 30, 2005 12:39 pm
Forum: Advanced Help
Topic: camera/avatar movement adjustment
Replies: 1
Views: 342

camera/avatar movement adjustment

You all must know when you use a FPS camera, apply collision response using some gravity, adjust your keyboard interface and run along your terrain node, that the camera/avatar movement is camera-look-at-a-point based. Thus looking at some angle upwards and moving forward your cam "jumps" ...
by Brinsky
Mon May 30, 2005 12:39 pm
Forum: Advanced Help
Topic: camera/avatar movement adjustment
Replies: 0
Views: 155

camera/avatar movement adjustment

You all must know when you use a FPS camera, apply collision response using some gravity, adjust your keyboard interface and run along your terrain node, that the camera/avatar movement is camera-look-at-a-point based. Thus looking at some angle upwards and moving forward your cam "jumps" ...
by Brinsky
Mon May 30, 2005 12:10 pm
Forum: Advanced Help
Topic: Drawing point clouds
Replies: 2
Views: 559

try to examine the fog class(es) ?
by Brinsky
Mon May 30, 2005 11:56 am
Forum: Bug reports
Topic: Linking problems with 0.10.0
Replies: 19
Views: 2127

I get the same sh*t. Anybody comes up with a solution, please post it. I'm sick of getting rid of this bug. It's like the static lib doesn't interact with the dll corectly. All linkers are set properly and still... if anybody compiled the new source code using VS8.0, please post .lib, .exp and .dll ...
by Brinsky
Sun May 29, 2005 3:34 pm
Forum: Beginners Help
Topic: Using Irrlicht for 3d graphing
Replies: 2
Views: 359

First of all, it depends on how much code of the original prog you got and what's your OGL programming background. If you can separate the physics code to a stand-alone library, I don't see a point why you shouldn't try using the irr. And hey, if you're talking about real time graphing it could be d...
by Brinsky
Sat May 14, 2005 9:14 pm
Forum: Beginners Help
Topic: i need some help with AI
Replies: 4
Views: 471

well first point partially solves your second problem. If you already set the line of fire, it means you have a planar (x,z component) line between them. From the enemy you calculate the angle between his line of view (x,z component of rotation) and the line that connects him to your character. If y...