Search found 24 matches

by Dark Dragon DX
Sun Oct 27, 2013 11:05 pm
Forum: Advanced Help
Topic: Windows Crash when Creating Large Terrain
Replies: 2
Views: 969

Windows Crash when Creating Large Terrain

Hello. I haven't posted in a long time but I have come across a strange issue in Irrlicht 1.8.

On my Windows 7 Professional x64 system, attempting to have Irrlicht create a heightmap from an image of dimensions 4096x4096 causes a crash with the following console output:

terminate called after ...
by Dark Dragon DX
Thu Mar 10, 2011 12:23 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Well normally games go a differet route.
While the player is on ground and in full the playercharacter is basicly a static object which you move around. the static object normally either uses a zylinder or sphere for collision detection(not reaction with the world). this applies as long as the ...
by Dark Dragon DX
Wed Mar 09, 2011 10:53 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Well normally games go a differet route.
While the player is on ground and in full the playercharacter is basicly a static object which you move around. the static object normally either uses a zylinder or sphere for collision detection(not reaction with the world). this applies as long as the ...
by Dark Dragon DX
Wed Mar 09, 2011 1:38 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Hey, I'm writing an FPS player controller (nobody seems to like the Kinematic player controller that comes with Bullet) and I'm having issues with collision detection. I originally started out with a re sized cube at (5,7,5) and it works fine except that it sometimes tunnels through objects (mission ...
by Dark Dragon DX
Fri Feb 25, 2011 11:19 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Dark Dragon DX:

Sometimes a character controller is dependent on the game, so I probably won't have one for a while. I've got a lot of other projects to work on, and other priorities for irrBullet's future.

You can find one of my previous posts that states how to keep an object upright.

I'll ...
by Dark Dragon DX
Fri Feb 25, 2011 8:38 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Quick question, do you think that that Kinematic player controller will be implemented at some point? I'd implement it's functionality myself, but I'm very new to this type of stuff and have no clue how to do it. I'm writing a game engine of sorts for personal use, and it would be pretty awesome to ...
by Dark Dragon DX
Fri Feb 25, 2011 3:23 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Quick question, do you think that that Kinematic player controller will be implemented at some point? I'd implement it's functionality myself, but I'm very new to this type of stuff and have no clue how to do it. I'm writing a game engine of sorts for personal use, and it would be pretty awesome to ...
by Dark Dragon DX
Thu Feb 24, 2011 2:08 am
Forum: Code Snippets
Topic: Setting Position of Bullet Affected Nodes
Replies: 4
Views: 1796

Dark Dragon DX:

If you're doing this when you "spawn" a new object, that's fine, and the correct way to do it, because the IRigidBody constructor automatically sets its transformation to the scene node's transformation.

However, because you first remove the object and then create a new one at the ...
by Dark Dragon DX
Tue Feb 08, 2011 11:59 pm
Forum: Code Snippets
Topic: Setting Position of Bullet Affected Nodes
Replies: 4
Views: 1796

Setting Position of Bullet Affected Nodes

Not sure if anyone else has something like this, but I figured it can help. (Probably very inefficient, but its the only way I know.)


World->removeCollisionObject(Body, false);
Node->setPosition(position);
IRigidBox *Body = World->addRigidBody(Shape);


IRigidBox can be changed to any other ...
by Dark Dragon DX
Mon Jan 31, 2011 2:24 pm
Forum: Advanced Help
Topic: Is there any tool to create maps?
Replies: 13
Views: 2478

Re: Is there any tool to create maps?

kazymjir wrote:
Dark Dragon DX wrote: irrEdit - irrEdit is a commercial map editor that has a trial version (which seems to still work for Irrlicht even if time runs out)
irrEdit is free!
CopperCube is commercial one.
Oops, I was thinking of Ambiera's CopperCube. But yea, irrEdit is pretty awesome.
by Dark Dragon DX
Mon Jan 31, 2011 1:32 am
Forum: Advanced Help
Topic: Is there any tool to create maps?
Replies: 13
Views: 2478

Re: Is there any tool to create maps?

Is there any tool to create maps?.,
There is a tool to create maps, in my case the map of a fps game, a tool, some irrmapbuilder, and try the GtkRadiant, but I don´t have the Quake2 or Quake3 installed, so I want a tool where only necessary irrlicht have, or something.


sorry, for my english, i ...
by Dark Dragon DX
Sun Jan 16, 2011 11:34 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

I'm using the IBvhTriangleMeshShape now and the GIMPACT shapes are only getting stuck inside of the castle when the castle's mass is set to 0. When I set its mass to anything above, the castle simply falls to its doom in the infinite void. I tried setting the gravity on the castle to vector3df(0,0,0 ...
by Dark Dragon DX
Fri Jan 14, 2011 11:34 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 224120

Thankyou for your efforts cobra , your work is really impressive. Was easy to me to add physics to my projects, even for a newbie like me.

Hey, its Vector from the IRC. I have finally managed to get Bullet working with that irrBullet you sent me and it works nicely. However, there appears to be ...
by Dark Dragon DX
Mon Nov 22, 2010 9:11 pm
Forum: Beginners Help
Topic: irrBP Not Linking Properly
Replies: 21
Views: 3680

Perhaps I should just go back and use a different compiler instead of the GCC compiler. Do you know of any good C++ compilers that are compatible with Irrlicht 1.7.1?

MSVC? on linux you'd want gcc.

I really wish people who don't know how to code very well would stop receiving help on how to ...
by Dark Dragon DX
Mon Nov 22, 2010 2:44 pm
Forum: Beginners Help
Topic: irrBP Not Linking Properly
Replies: 21
Views: 3680

Now I'm getting a totally different error that is from a program called "ld.exe"

ld.exe is codeblocks "linker device" or some crapola like that.

if you get errors with ld.exe one of two things is happing;
1. you effed up linking
2. you effed up linking because you linked twice.

On another note ...