The API is our friend
http://irrlicht.sourceforge.net/docu/cl ... _file.html
-RageD
Search found 34 matches
- Wed Jun 22, 2011 9:15 pm
- Forum: Beginners Help
- Topic: Read/Write a file
- Replies: 5
- Views: 637
- Sun Jun 19, 2011 4:17 pm
- Forum: Beginners Help
- Topic: Leaks in Irrlicht?
- Replies: 3
- Views: 359
Ah, thanks guys - serengeor is right; it's the video drivers. I didn't read far enough up, my apologies. ==14969== HEAP SUMMARY: ==14969== in use at exit: 27,758 bytes in 318 blocks ==14969== total heap usage: 3,119 allocs, 2,801 frees, 667,560 bytes allocated ==14969== ==14969== 112 (8 direct, 104 ...
- Sun Jun 19, 2011 6:45 am
- Forum: Beginners Help
- Topic: Leaks in Irrlicht?
- Replies: 3
- Views: 359
Leaks in Irrlicht?
Hello, I was wondering if there are any known leaks in Irrlicht. I am writing a small library for use with Irrlicht, and I went to check it for leaks and (after running it through valgrind) received this response: ERROR SUMMARY: 3 errors from 3 contexts The errors seem to all come from Irrlicht's cr...
- Wed Jun 15, 2011 3:56 pm
- Forum: Beginners Help
- Topic: Cross File Initialising
- Replies: 3
- Views: 374
- Wed Jun 15, 2011 2:47 am
- Forum: Beginners Help
- Topic: How to include stuff in Irrlicht- Just got compiler working
- Replies: 13
- Views: 764
Just a note, C++ (Irrlicht's primary language) is different than C. They are similar, but there are many different conventions (i.e. C struct vs. C++ class/struct, malloc/free vs. new/delete, etc.); just something to watch for when you're looking into tutorials! It's rather overwhelming to learn fro...
- Tue Jun 14, 2011 10:28 pm
- Forum: Beginners Help
- Topic: How to include stuff in Irrlicht- Just got compiler working
- Replies: 13
- Views: 764
Re: Well.. I gotta start SOMEWHERE
I got to start somewhere. What can I say? Starting with game development is not easy (nor recommended); I do not mean to flame nor discourage, but your efforts may be better spent in easier bits of code understanding how things work. If you do not have a full understanding of concepts such as point...
- Tue Jun 14, 2011 8:35 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: String encoding article
- Replies: 1
- Views: 1184
- Sun Jun 12, 2011 8:32 pm
- Forum: Beginners Help
- Topic: Using Bullet for Camera Physics
- Replies: 10
- Views: 3231
- Sun Jun 12, 2011 8:06 pm
- Forum: Beginners Help
- Topic: Using Bullet for Camera Physics
- Replies: 10
- Views: 3231
Alright, I have adapted your code to rotate about a normalized vector which should allow for a rotation about the Y and Z axes, however, it did not work. Perhaps this is some other problem since all of my transforms are having no effect. Are you able to move objects linearly? As a side note, I am no...
- Sun Jun 12, 2011 7:39 pm
- Forum: Beginners Help
- Topic: Using Bullet for Camera Physics
- Replies: 10
- Views: 3231
Ah, I understand. Now it seems I'm having issues moving objects in the scene though (I actually hadn't tested this feature yet). I have tried to mess around with motion states and things but it seems like a no go - any ideas? Basically the setup is this: // Add cube node with irrlicht // Create an I...
- Sun Jun 12, 2011 6:32 am
- Forum: Beginners Help
- Topic: Cant get irrlicht to work
- Replies: 3
- Views: 267
What compiler errors do you get? Without them, it's nearly impossible to tell what's going wrong. In any case, if you're using the prebuilt SDK, I think that directx has already been compiled in, so you should be able to use that driver straight away. But moreover, I would highly recommend switching...
- Sun Jun 12, 2011 6:30 am
- Forum: Beginners Help
- Topic: Using Bullet for Camera Physics
- Replies: 10
- Views: 3231
Looks good - would this work for a first person camera? Basically, at the moment, I'm still using the Irrlicht FPS camera until I have the chance to work on my own. That said, how are you updating the scene node? Is all of your movement, etc. going through bullet and no longer being rendered through...
- Sat Jun 11, 2011 6:42 pm
- Forum: Beginners Help
- Topic: Using Bullet for Camera Physics
- Replies: 10
- Views: 3231
Using Bullet for Camera Physics
Is anyone familiar with using bullet (or irrBullet wrapper for that matter) to add collision detection and physics to the camera? Or can this only be done using irrlicht's collision animators? Also, just a quick aside; I was having issues with IBvhTriangleMeshShape*, so I fixed things up a bit (i.e....
- Thu Jun 09, 2011 10:26 pm
- Forum: Beginners Help
- Topic: Performance issues with Bullet
- Replies: 0
- Views: 559
Performance issues with Bullet
Hey everyone, I feel like I am doing things improperly, so I am experiencing poor performance with bullet. I'm using the irrBullet wrapper to use bullet, but I am having difficulties loading the default quake mesh into bullet properly (or so I have read). It works if I use IGImpactMeshShape* however...
- Thu Jun 09, 2011 3:48 pm
- Forum: Beginners Help
- Topic: irrBullet linker error?
- Replies: 3
- Views: 515
After some sleep, it dawned on me what the problem is... It's a linker error, meaning something isn't defined. I checked the Bullet-2.78 source and realized that the function signatures did not match those in irrBullet. So it seems (comparing Bullet-2.77 source), that the latest source version that ...