Search found 47 matches
- Wed Mar 02, 2011 4:01 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 164275
When talking about a kinematic player controller, do you mean that the game translates player inputs into force and torque inputs to orient and move the player character as opposed to direct rotation and movement inputs? If so, that's what I'm working on right now, I was just going to have the game ...
- Wed Mar 02, 2011 3:36 am
- Forum: Beginners Help
- Topic: Putting gun in hands of model
- Replies: 4
- Views: 522
My experience in Irrlicht with animated characters is virtually nonexistent. However, from what I gather, using a .b3d model format is considered the standard for irrlicht, and Blender already is capable of outputting .b3d models. The .b3d is capable of storing animations and all sorts of other good...
- Wed Mar 02, 2011 12:16 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
- Tue Mar 01, 2011 6:08 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
- Tue Mar 01, 2011 6:02 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
- Tue Mar 01, 2011 5:54 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
thanks for the input Sudi, however the problem for seems to be stemming from the fact that for some reason, my camera refuses to rotate properly along the Z axis. Even if I manually input a specifit value for the Z rotation, it doesn't matter, it just does whatever it wants to. Any ideas why that wo...
- Tue Mar 01, 2011 1:11 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
okay, update: I decided to play around with the orientation relationship between the mesh node and the camera, and got rid of the parent/child relationship between the two. In stead I just made the camera have the same rotation as the mesh node using setRotation(node->getRotation()). Now the bindTar...
- Tue Mar 01, 2011 12:34 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
- Mon Feb 28, 2011 11:05 pm
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
- Mon Feb 28, 2011 10:40 pm
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
Just call camera->bindTargetAndRotation (true); On your camera then it works just fine. Yeah, that works too as long as bullet updates the parent node rotation correctly okay, I implemented the bindTargetAndRotation line and it still didn't work, what do you mean about bullet updating the parent no...
- Mon Feb 28, 2011 5:20 pm
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
Thanks for the feedback guys, as for the ICameraSceneNode class problem, I think I managed to figure that out last night. I haven't had my morning coffee yet and I'm at work, so I can't get a look at the code right now, but I remember that sometime before going to bed last night I changed the way in...
- Mon Feb 28, 2011 3:30 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1853
Problem With Making a Camera a Child of a SceneNode.
So, I've gotten into working with Irrlicht's parent/child relationships, and it seems to work just fine for most things. However, when it comes to making a camera a child of a scene node, it doesn't behave like I would expect. Now the mesh itself is set up to work with bullet physics simulation, and...
- Tue Feb 22, 2011 7:00 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 164275
alright, update: I changed the ground mesh over into an IBoxShape from a IBvhTriangleMeshShape and the simulation had no lag whatsoever, even when using the original mesh for the falling object in stead of an optimized one. Then I realized that the problem was with using IBvhTriangleMeshShape, so I ...
- Mon Feb 21, 2011 10:14 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 164275
ok, so is performance more affected by the per mesh poly count on collision meshes? Or is it more the overall poly count for the entire scene? Cuz I wind up playing with more cubes in some of those examples provided with irrBullet than there are poly's in the simple scene I've got here and I have ye...
- Mon Feb 21, 2011 10:11 pm
- Forum: Project Announcements
- Topic: pyirrlicht - python ctypes binding
- Replies: 56
- Views: 24230