Search found 14 matches

by brianempson
Tue Sep 13, 2011 7:55 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 168289

Re: irrBullet 0.1.71 - Bullet physics wrapper

Any idea what would cause the Makefile to not function correctly: brian@www ~/server_code/source/irrBullet-0.1.71/build $ make make: *** No rule to make target `BulletCollision/CollisionShapes/btCollisionShape.h', needed by `../source/softbody.o'. Stop. brian@www ~/server_code/source/irrBullet-0.1.7...
by brianempson
Mon Sep 05, 2011 9:59 am
Forum: Beginners Help
Topic: IGUIEnvironment Implementation
Replies: 2
Views: 113

IGUIEnvironment Implementation

I'm currently working on exposing the GUI classes and methods to Angelscript. IGUIEnvironment appears to be almost entirely composed of pure virtual functions. Angelscript does not allow me to register virtual functions in this manner, and IGUIElement, another class I am registering depends on IGUIE...
by brianempson
Thu Aug 11, 2011 2:22 pm
Forum: Beginners Help
Topic: Invalid static_cast registering class to Angelscript
Replies: 8
Views: 677

Re: Invalid static_cast registering class to Angelscript

That will be very useful, thank you!!
by brianempson
Wed Aug 10, 2011 3:26 am
Forum: Beginners Help
Topic: Invalid static_cast registering class to Angelscript
Replies: 8
Views: 677

Re: Invalid static_cast registering class to Angelscript

Just for reference, this is the proper syntax for a native method implementation of the dimension2df::operator== method: r = engine->RegisterObjectMethod("dimension2f", "bool opEquals(const dimension2f &in) const", asMETHODPR(dimension2df, operator==, (const dimension2df&...
by brianempson
Tue Aug 09, 2011 9:54 pm
Forum: Beginners Help
Topic: Invalid static_cast registering class to Angelscript
Replies: 8
Views: 677

Re: Invalid static_cast registering class to Angelscript

Ah ok, I was hoping the native implementation would work. It seems to be complaining about the fact that it is a template function. I will see if I can expose it as a template to AngelScript, then try the generic implementation as you suggested. Thank you, I will respond with what I find! :)
by brianempson
Tue Aug 09, 2011 8:48 am
Forum: Beginners Help
Topic: Invalid static_cast registering class to Angelscript
Replies: 8
Views: 677

Invalid static_cast registering class to Angelscript

Hello, I am currently attempting to expose the Irrlicht engine to AngelScript. The first class I decided to implement was the 'dimension2d<T>' class. Here is the line of code that is giving me problems: u32 r; //other registered functions snipped r = engine->RegisterObjectMethod("dimension2f&qu...
by brianempson
Mon May 23, 2011 10:48 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

I've gotten animation mixing to work in the actual engine itself. What I did: 1. Create an invisible copy of the mesh for each animation to mix. 2. Animated each mesh with their respective animations 3. Copied the bone position and rotation for each animation to the actual visible mesh each tick. St...
by brianempson
Mon May 23, 2011 9:15 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

Well it was 9MB for everything with about a third of the animations implemented. Yes, bone animations. When all the characters are made the animations alone would take a really long time to load in game. (takes about 3 - 5 seconds to load one model at 9MB) Hence the need for in-engine animation mixi...
by brianempson
Mon May 23, 2011 4:03 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

It turns out I can get/set positions using the methods in the SceneNode class. However, the function getMeshForCurrentFrame() is private. Crap, I guess I'll have to figure out a different function to use...
by brianempson
Mon May 23, 2011 2:35 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

It turns out that option number 3 isn't going to be practical at this time. We have about 2000 frames from trying to mix in an animation program (blender) which results in a 9meg file and really eats up memory. I made a simple animation wrapper to try to combine two (or more) animations at once but ...
by brianempson
Mon May 16, 2011 10:57 pm
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

I will probably wind up going with option 3. I'll look into animation mixing in blender, thanks for all the input guys. Looking at the API, it seems like it would be possible to manipulate parts of the armature individually, but would probably turn out to be more trouble than it's worth.
by brianempson
Mon May 16, 2011 10:52 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

Perhaps animation mixing can be a new feature? :)
by brianempson
Mon May 16, 2011 10:22 am
Forum: Beginners Help
Topic: Animation Techniques
Replies: 11
Views: 810

Animation Techniques

Hello, I am just beginning a project in my spare time and ran into a problem when thinking about how I'm going to handle animation in my game. How do you play two animations at once? For example, if my character is both blocking and strafing sideways, is there a way to combine a blocking and a straf...
by brianempson
Mon Apr 25, 2011 10:00 am
Forum: Beginners Help
Topic: Problem with GUI tutorial snippets
Replies: 1
Views: 221

Problem with GUI tutorial snippets

Hello, I am new to the engine and just started fiddling with some different things. I was messing around with the GUI functions, specifically using an EventReceiver to capture GUI commands, it worked before, but I changed something (don't remember what) and now I get "Runtime Error, pure virtua...