Search found 14 matches
- Mon Jan 17, 2011 11:47 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Fri Jan 14, 2011 11:18 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Tue Jan 11, 2011 6:30 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
I everyone, I was disconnected of the world for christmas, new year, a little illnes XD. So I'm back to work now and I'm happy to see r40 has been released in this time. Thanks Zurzaza, I'm going to check the new version. EDIT: YES! the rotation of the body works really great now! all my problems ar...
- Fri Dec 24, 2010 12:16 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Thu Dec 23, 2010 12:35 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
Zurzaza and serengeor (this may interest you cause i'm rotating bodys). The isbodycolliding function doesnt work with the precision of getbodycollidingpoint. I mean, I get isbodycoliding true really before the two bodies collides, but with getbodycollidingpoint, it returns true when the body actuall...
- Mon Dec 20, 2010 5:29 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
Hello again, I'm getting some problems so I hope someone can help me. Principally is collision detection problems, I want to check if two objects are colliding. First I tried the object1->getBodyPtr()->checkcollidewith(object2->getBodyPtr()), but it always return true, I'm doing it right? So I used ...
- Thu Dec 09, 2010 3:09 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Thu Dec 09, 2010 10:23 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
I want to move a scene node only with setposition and setrotation, and I want to check if this object collides with the rigid bodys of the scene. If I make a irrBP body with this object, then I can't move it manually, but if I don't make a irrBP body with it, I don't know how to get his collision wi...
- Wed Dec 08, 2010 11:27 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Thu Dec 02, 2010 5:53 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93266
- Sat Nov 20, 2010 7:14 pm
- Forum: Beginners Help
- Topic: polygon count & fps
- Replies: 7
- Views: 594
- Sat Nov 20, 2010 4:40 pm
- Forum: Beginners Help
- Topic: polygon count & fps
- Replies: 7
- Views: 594
Para Mel: Gracias por contestar, ahora mismo voy a probar todo lo que me has puesto a ver si consigo que mejore esto. Las texturas si sabia que tenían que estar en potencia de 2, al principio era una de 1024x1024 y las otras de 512x512 pero vamos que las pase todas a 256x256 y la cosa seguía igual. ...
- Fri Nov 19, 2010 6:04 pm
- Forum: Beginners Help
- Topic: polygon count & fps
- Replies: 7
- Views: 594
I'm running in D3D9, it's the fastest in my tests. Using the mesh viewer of the irrlicth examples (#9), the mesh has 33155 tris, and in this viewer it runs at 35-40 fps. I have a lot of code done of things of the game (the controls basically) in witch I get de 30-35 fps commented (and over 50 in my ...
- Fri Nov 19, 2010 12:57 pm
- Forum: Beginners Help
- Topic: polygon count & fps
- Replies: 7
- Views: 594
polygon count & fps
Hello everyone, I'm making my first 3D game with irrlicht and I have some doubts, first of all sorry about my english I'm Spanish. Well my game is controlled by wiimotes with motion plus, so I need to get 60fps for better performance with the motionplus. My problem is, I made a 3D object (Not exlact...