Search found 46 matches
- Wed Jan 04, 2017 9:14 pm
- Forum: Beginners Help
- Topic: osx irrlicht build
- Replies: 0
- Views: 591
osx irrlicht build
Hello, What is the best way to build the irrlicht lib (static) on osx, for osx, linux and windows? Preferably in combination with cmake, without the use of the xcode project. Edit: I have succesfully used cmake, but when I want to compile the project I get this error: Undefined symbols for architect...
- Tue Mar 15, 2016 7:39 am
- Forum: Beginners Help
- Topic: Client interpolation
- Replies: 3
- Views: 523
Re: Client interpolation
I guess just a straight line.
- Tue Mar 15, 2016 7:07 am
- Forum: Beginners Help
- Topic: Client interpolation
- Replies: 3
- Views: 523
Client interpolation
Hi all,
I have a question about client side interpolation.
Say Object A has postion V1, and a update comes in, his position is changed to V2 during a time of X ms.
What is the best way to "recreate" this movement with interpolating the vectors?
-Diho
I have a question about client side interpolation.
Say Object A has postion V1, and a update comes in, his position is changed to V2 during a time of X ms.
What is the best way to "recreate" this movement with interpolating the vectors?
-Diho
- Wed Mar 02, 2016 11:32 am
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Re: Server
@CuteAlien and Hendu, Thanks for your input! It's very helpful!
@sidu, Nice game! Looks great and I don't see any delay.
@sidu, Nice game! Looks great and I don't see any delay.
- Tue Mar 01, 2016 11:24 am
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Re: Server
Usually your physics representation is different from the graphics. You wouldn't use a hugely detailed 3d model with every triangle being a physics triangle, you'd use a box/sphere/ellipse/whatever. Then your server only needs to know the physics world, not the graphics world. I don't see how a sim...
- Tue Mar 01, 2016 7:18 am
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Re: Server
Own code for what? You know that irrlicht is only a 3d engine+some input. But CuteAlien is right about using irrlicht to load 3d models. It really depends on what you wanna do. Maybe be a bit more specific about what you wanna do? Then we might be able to give you a better answer. The idea is to ma...
- Mon Feb 29, 2016 8:02 am
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Re: Server
Well you will have to implement the gamelogic that has to run on the server. But generally it is a bad idea to use irrlicht objects(SceneNodes) as game objects. You can think of it as the rendering component of your gameobjects. But yes if you have collision detection and things like that you will ...
- Sun Feb 28, 2016 11:58 pm
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Re: Server
I am aware of the fact that I would need a proper networking library. Really depends on what your server has to do. There is no magic answer for this. The server does not even need irrlicht probably since it does not have to display anything. I considered using even a complete different programming ...
- Sun Feb 28, 2016 7:25 pm
- Forum: Beginners Help
- Topic: Server
- Replies: 16
- Views: 2230
Server
Hi all,
What is the most efficient way to make a standalone server for an irrrlicht game?
-Diho
What is the most efficient way to make a standalone server for an irrrlicht game?
-Diho
- Tue Feb 23, 2016 2:34 pm
- Forum: Beginners Help
- Topic: Unload terrainscenenode
- Replies: 2
- Views: 444
Re: Unload terrainscenenode
Thanks!
- Tue Feb 23, 2016 6:11 am
- Forum: Beginners Help
- Topic: Unload terrainscenenode
- Replies: 2
- Views: 444
Unload terrainscenenode
Hello all, I have a question regarding unloading a terrainscenenode. What is the best way to do this? My gues is node->remove();, but I am not sure if that's all I need to do. Furthermore, if I created a triangleselector from this node, and added it to the camera via an animator, will it automatical...
- Fri Feb 19, 2016 3:54 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 277604
Re: Realistic water scene node
The only code I use is:
Code: Select all
RealisticWaterSceneNode *water = new RealisticWaterSceneNode(smgr, 102400.0f, 102400.0f);
smgr->getRootSceneNode()->addChild(water);
water->setPosition(spawnPoint);
- Thu Feb 18, 2016 3:17 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 277604
Re: Realistic water scene node
What causes this:
-Diho
-Diho
- Wed Feb 17, 2016 12:18 pm
- Forum: Beginners Help
- Topic: Makefile all platforms
- Replies: 3
- Views: 487
Re: Makefile all platforms
Thanks Hendu, linking those extra libs did the trick!
- Wed Feb 17, 2016 9:41 am
- Forum: Beginners Help
- Topic: Makefile all platforms
- Replies: 3
- Views: 487
Re: Makefile all platforms
Or at least cross compile it for windows?