Search found 63 matches
- Fri Jan 27, 2012 7:07 am
- Forum: Beginners Help
- Topic: Drawing Visible 3d Line from Node
- Replies: 7
- Views: 943
Re: Drawing Visible 3d Line from Node
Tried This But Failed To Draw Line Whats Problem With This Code ? core::line3d<f32> ray; core::line3d<f32> ray1; ray.start = camera->getPosition(); ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f; ...
- Thu Jan 26, 2012 7:09 pm
- Forum: Beginners Help
- Topic: Drawing Visible 3d Line from Node
- Replies: 7
- Views: 943
Re: Drawing Visible 3d Line from Node
@zerochen thanks dude i hope it will give me some startup
- Thu Jan 26, 2012 6:35 pm
- Forum: Beginners Help
- Topic: Drawing Visible 3d Line from Node
- Replies: 7
- Views: 943
Drawing Visible 3d Line from Node
Hello i want to originate Visible 3d line from my node and want to calculate collisions on basis of distance from node to node using line .... is it possible i want to do something like this ..
please check out
http://www.youtube.com/watch?v=FKAULFV8tXw
please check out
http://www.youtube.com/watch?v=FKAULFV8tXw
- Tue Jan 24, 2012 10:46 am
- Forum: Beginners Help
- Topic: smoke effect using particle system
- Replies: 5
- Views: 494
Re: smoke effect using particle system
@Mel and@jaworekply thanks i will try out these hacks to get it done .... @smso it supports Direct3D ?
- Mon Jan 23, 2012 8:06 pm
- Forum: Beginners Help
- Topic: smoke effect using particle system
- Replies: 5
- Views: 494
smoke effect using particle system
How can i produce smoke effect using particle systems .... i have tried but failed ... ps_smoke = smgr->addParticleSystemSceneNode(false,carNode,-1,carNode->getJointNode("left_silencer_joint")->getPosition()); IParticleEmitter * pe_smoke = ps_smoke->createBoxEmitter(aabbox3d<f32>(-5,0,-5,5...
- Sat Jan 21, 2012 5:30 pm
- Forum: Beginners Help
- Topic: Collision Response For Hidden Objects
- Replies: 0
- Views: 317
Collision Response For Hidden Objects
Hello i am working on a racing game using irrlicht and bullet i am using hidden walls as collision shapes but when car collides with wall it push it back and car bounces back or jumped to some other position what i want is when my car collide with this wall it will not bounce back or roll over but a...
- Wed Jan 18, 2012 11:33 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
@serengeor yes i am using Irrbullet Rigidbody as cars Chassi and now my question is now same @serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in ...
- Wed Jan 18, 2012 9:41 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
@serengeor can you identify from my post (screenshots) which bounding Box is this ... actually my question is is it possible to transform this when object when scene node transforms... as it is happening in plain bullet demo ... but not in my case using Irrbullet
- Tue Jan 17, 2012 8:25 pm
- Forum: Beginners Help
- Topic: Camera Behind Vehicle
- Replies: 14
- Views: 516
Re: Camera Behind Vehicle
Successfully implemented much better camera got idea from bullet Vehicle demo its quite nice
- Tue Jan 17, 2012 8:20 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
@polylux looks valid to you ? Didn't he just say that? In geometry, an axis-aligned object (axis-parallel, axis-oriented) is an object in n-dimensional space whose shape is aligned with the coordinate axes of the space. I'm pretty sure bullet does not really do any real collision calculations based...
- Tue Jan 17, 2012 3:13 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
@polylux looks valid to you ? man its not rotating with shape i mean it should rotate as the car rotates when i am running through terrains it causes false collision impacts
- Mon Jan 16, 2012 2:15 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
@polylux yeah Axis Aligned Bounding Box is not transformed correctly with irrbullet i have checked IGImpact and Convex Hull shapes but have same response
- Sun Jan 15, 2012 11:03 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 163063
Re: irrBullet 0.1.71 - Bullet physics wrapper
hey every one i don't know why its happening in plaint bullet bounding box updates and transform correctly
why it is not transforming in Irrbullet please help it causes false collisions with other geometry this problem causing me a mess up
why it is not transforming in Irrbullet please help it causes false collisions with other geometry this problem causing me a mess up
- Sun Jan 15, 2012 8:36 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 93704
Re: irrBP - An Irrlicht - Bullet Physics Wrapper
@Zurzaza i have compiled IrrBPLib and Bullet 2.77 Libraries with same setting also using same setting on project .... and getting this 1>Linking... 1>msvcprt.lib(MSVCP90.dll) : error LNK2005: "public: class std::locale::facet * __thiscall std::locale::facet::_Decref(void)" (?_Decref@facet@...
- Fri Jan 13, 2012 4:28 pm
- Forum: Beginners Help
- Topic: BoundingBox rotation in Irrbullet
- Replies: 0
- Views: 334
BoundingBox rotation in Irrbullet
BoundingBox not rotated by Irrbullet but changes its position i am Using GImpact shape ?