Search found 37 matches
- Sat Nov 23, 2013 11:48 pm
- Forum: Project Announcements
- Topic: Irrlicht 1.8.1 released
- Replies: 17
- Views: 16816
Re: Irrlicht 1.8.1 released
I appreciate the fixes, thank you. The cloning problems were going to be an issue.
- Fri Nov 01, 2013 6:45 pm
- Forum: Beginners Help
- Topic: Pros/cons of "wrapper classes" vs. derived classes.
- Replies: 8
- Views: 970
Re: Pros/cons of "wrapper classes" vs. derived classes.
Thanks! I was heading down that path anyway. Good to know that it's a good idea. Irrlicht's serialization scheme takes a bit of digging around, but its great once you figure it out.
- Wed Oct 30, 2013 4:42 am
- Forum: Beginners Help
- Topic: Any good timers?
- Replies: 6
- Views: 703
Re: Any good timers?
Irrlicht's device has a timer built into it. just do . It keeps track of how many milliseconds have passed since the program opened, and can be stopped and started.
Code: Select all
irrlichtdevice->getTimer();
- Wed Oct 30, 2013 1:33 am
- Forum: Beginners Help
- Topic: Pros/cons of "wrapper classes" vs. derived classes.
- Replies: 8
- Views: 970
Re: Pros/cons of "wrapper classes" vs. derived classes.
My main hangup against having separate game objects is still that I'm throwing away irrlicht's serialization scheme. I'm already planning on writing my own configuration files for loading complicated skeletons, so maybe I could just do a more abstracted serialization scheme. i use a combination of ...
- Tue Oct 22, 2013 5:18 pm
- Forum: Beginners Help
- Topic: Pros/cons of "wrapper classes" vs. derived classes.
- Replies: 8
- Views: 970
Re: Pros/cons of "wrapper classes" vs. derived classes.
My main hangup against having separate game objects is still that I'm throwing away irrlicht's serialization scheme. I'm already planning on writing my own configuration files for loading complicated skeletons, so maybe I could just do a more abstracted serialization scheme.
- Tue Oct 22, 2013 5:11 am
- Forum: Beginners Help
- Topic: Pros/cons of "wrapper classes" vs. derived classes.
- Replies: 8
- Views: 970
Pros/cons of "wrapper classes" vs. derived classes.
This is a general design question. I've created a simple interface that connects Bullet and Irrlicht objects/nodes, which I call PhysicalObject. A lot of objects in the game are going to derive from this class. Basically I want to know that are the pros and cons of having PhysicalObject "have-a...
- Thu Sep 27, 2012 4:53 am
- Forum: Advanced Help
- Topic: Heightmap terrain with irrlicht and bullet
- Replies: 1
- Views: 1160
Heightmap terrain with irrlicht and bullet
I'm trying to put the heightmap classes of irrlicht and bullet together, but apparently I'm bad at vector algebra. For some reason I just can't manipulate the coordinates so that they match up perfectly. I really don't want to get ya'll to do the math for me, but I've tried so many ways and I can't ...
- Sun Jul 29, 2012 8:10 pm
- Forum: Advanced Help
- Topic: FPS Camera in Bullet Physics jitters
- Replies: 3
- Views: 1810
Re: FPS Camera in Bullet Physics jitters
I forgot to mention that I bound the target and rotation with playCamera->bindTargetAndRotation(true); What do you mean by "up vector?" Edit: ok apparently explicitly setting the target is better than binding the target, when you've got multiple updates like I do. Fixed the problem. I feel...
- Sat Jul 28, 2012 10:53 pm
- Forum: Advanced Help
- Topic: FPS Camera in Bullet Physics jitters
- Replies: 3
- Views: 1810
FPS Camera in Bullet Physics jitters
So I've read a lot of posts about FPS cameras, but I haven't found any that I found useful. I'm using a btkinematiccharactercontroller because I finally got it to work, and it seems to do everything that I want. Instead of attaching an fps camera to it, I've decided to write my own code for camera r...
- Fri Jul 13, 2012 12:52 am
- Forum: Advanced Help
- Topic: Need some help about KinematicCharacterController
- Replies: 1
- Views: 500
Re: Need some help about KinematicCharacterController
Haven't used irrBullet, just the normal Bullet, but you should be able to set a collision shape and scale/manipulate for your controller. Also, my code for updating physics objects is much longer,involving actually making sure the bounding boxes that Irrlicht calculates matches up with Bullet's coll...
- Thu Jul 12, 2012 5:30 pm
- Forum: Advanced Help
- Topic: Can't use multiple lights in X-Effects R 1.3(solved)
- Replies: 2
- Views: 508
Can't use multiple lights in X-Effects R 1.3(solved)
I have a very weird problem that I can't begin to figure out how to solve. I downloaded Blindside's well-reviewed shader(X-effects) and loaded up the examples to try and see how I would integrate them into my project. When I finally got them linked, Example1 was bugged. It would only display one lig...
- Sun Jul 08, 2012 2:11 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436276
Re: XEffects - Reloaded - New Release (V 1.3)
Sorry if this has already been resolved elsewhere, but I haven't seen this anywhere else in the thread. I downloaded the link, got the vc solutions up and running, the only problem i'm running in to is that it only allows one light. More specifically, the shader only makes use of the last light that...
- Tue Jan 31, 2012 11:14 pm
- Forum: Advanced Help
- Topic: Lag in child of IBoneSceneNode
- Replies: 10
- Views: 1250
Re: Lag in child of IBoneSceneNode
It goes away when I switch drivers. I really need to get a better computer if I want to develop games.
- Sat Jan 28, 2012 3:51 am
- Forum: Advanced Help
- Topic: Lag in child of IBoneSceneNode
- Replies: 10
- Views: 1250
Re: Lag in child of IBoneSceneNode
Well apparently you need to set the texture of the skin's sprite bank to something. I don't know what I'm replacing, though, but I have a hunch that it is an improperly scaled texture. *guienv->getSkin()->getSpriteBank()->getTexture(0) =*driver->getTexture("assets//title2.jpg");
- Sat Jan 28, 2012 3:14 am
- Forum: Advanced Help
- Topic: Lag in child of IBoneSceneNode
- Replies: 10
- Views: 1250
Re: Lag in child of IBoneSceneNode
Not sure if anybody is still following this, but whenever I have a GUIElement that draws a background, the lag comes back.