Search found 10 matches
- Tue Apr 10, 2012 11:19 am
- Forum: Beginners Help
- Topic: Physics wrapper.
- Replies: 8
- Views: 558
Re: Physics wrapper.
I solved it on my own and now it works great. Thanks one more time!
- Tue Apr 10, 2012 10:56 am
- Forum: Project Announcements
- Topic: beautyInRender
- Replies: 7
- Views: 82373
Re: beautyInRender
Great work Tom!
- Mon Apr 09, 2012 4:34 pm
- Forum: Beginners Help
- Topic: Physics wrapper.
- Replies: 8
- Views: 558
Re: Physics wrapper.
Oh, thanks. That's really cool. i have written some functions to make cubes, spheres etc. but there is a problem. How can I add TriangleMesh or ConvexMesh?
- Sun Apr 08, 2012 9:46 pm
- Forum: Beginners Help
- Topic: Physics wrapper.
- Replies: 8
- Views: 558
Re: Physics wrapper.
And I have the last question. Which one, Bullet or PhysX is simplier to use with Irrlicht?
- Sat Apr 07, 2012 8:42 pm
- Forum: Beginners Help
- Topic: Physics wrapper.
- Replies: 8
- Views: 558
Re: Physics wrapper.
But does it has character controllers?
- Sat Apr 07, 2012 8:14 pm
- Forum: Beginners Help
- Topic: Physics wrapper.
- Replies: 8
- Views: 558
Physics wrapper.
Do you know any simply physics wrapper, which will be working on lastest version of Irrlicht? It must has a character controller.I have tried some wrappers but they were outdated or doesn't has character controllers. Help, it gets annoying...
- Wed Apr 04, 2012 5:07 pm
- Forum: Code Snippets
- Topic: Fluently rotation of the node.
- Replies: 2
- Views: 1944
Fluently rotation of the node.
Recently I have written a function, which allows you to turn the node to specified rotation by the shortest way. Angle is number of degress, so you can turn node in every loop by some degress and then rotation is fluently. I hope it will be useful for you.
void Turn(irr::scene::ISceneNode* node ...
void Turn(irr::scene::ISceneNode* node ...
- Wed Apr 04, 2012 4:02 pm
- Forum: Beginners Help
- Topic: IrrPhysx - renderDebugData() crash
- Replies: 0
- Views: 430
IrrPhysx - renderDebugData() crash
I added a renderDebugData() function into my code but when I set setDebugDataVisible true, then app crashes. I think I have made everything ok, because I put it after RenderAll() and before driver->endScene(), so it would work fine. I tried a couple of times but everytime it crashes :/ What I could ...
- Wed Apr 04, 2012 2:26 pm
- Forum: Beginners Help
- Topic: IrrPhysx Collision Detection
- Replies: 1
- Views: 548
Re: IrrPhysx Collision Detection
You can check it in ContactReportExample for PhysX.
void contactCallback(IPhysxObject* objectA, IPhysxObject* objectB) {
if (objectA->getType() == EOT_SPHERE && objectB->getType() == EOT_SPHERE) {
core::vector3df pos;
// Find the physx objects in our array of physx and node pairs and remove ...
void contactCallback(IPhysxObject* objectA, IPhysxObject* objectB) {
if (objectA->getType() == EOT_SPHERE && objectB->getType() == EOT_SPHERE) {
core::vector3df pos;
// Find the physx objects in our array of physx and node pairs and remove ...
- Tue Apr 03, 2012 9:40 pm
- Forum: Code Snippets
- Topic: IrrPhysx modifcation to support character controllers
- Replies: 11
- Views: 5917
Re: IrrPhysx modifcation to support character controllers
Does anybody can upload this file again? Beacuse link is broken 