Search found 14 matches
- 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...
- 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...
- 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!!
- 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&...
- 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!
- 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...
- 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...
- 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...
- Mon May 23, 2011 4:03 am
- Forum: Beginners Help
- Topic: Animation Techniques
- Replies: 11
- Views: 810
- 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 ...
- Mon May 16, 2011 10:57 pm
- Forum: Beginners Help
- Topic: Animation Techniques
- Replies: 11
- Views: 810
- Mon May 16, 2011 10:52 am
- Forum: Beginners Help
- Topic: Animation Techniques
- Replies: 11
- Views: 810
- 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...
- 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...