Search found 40 matches

by zenoid
Thu Dec 14, 2006 11:04 am
Forum: Project Announcements
Topic: mirrlicht - porting irrlicht to mobile platforms.
Replies: 30
Views: 3775

thank you inet, sorry for the delay, got much work to do around the hardware/firmware part of the project. I hope I'll finish that as the year go by. Anyway if I can I'll do a test of your port as soon as possible cause I'am really interested, and give you some feedback. I really appreciate, Again t...
by zenoid
Mon Nov 27, 2006 4:02 pm
Forum: Project Announcements
Topic: mirrlicht - porting irrlicht to mobile platforms.
Replies: 30
Views: 3775

I'am glad something is moving around a mobile port for irrlicht. I have not been there for a while ; I froze my irr/newton app because of a PDA dev. I'am making a RC sailplane flight computer. I 've choosen Klint for the rendering because I didn't see anything coming from irrlich. So my questions : ...
by zenoid
Wed May 17, 2006 9:02 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14889

I'am in the course of making a tractor/forest harvester vehicle sim using newton/irr (plus SDL/openAL). I'am still blocked on the terrain issue. All has been working fine since then ; i was using newt 1.50/irr 0.12 and now facing pb passing the terrainSceneNode trough the newton world build. I know ...
by zenoid
Tue May 09, 2006 8:48 am
Forum: Beginners Help
Topic: Porting to OpenGL ES
Replies: 2
Views: 257

Nice, I've waited for a port on openGL ES for a while, since they anounced the "Irrlicht 0.15.0 WIP Video". What about the "This video created by Ing.Apfelbaum previews a new feature of the engine: Pocket PC support." ?
by zenoid
Fri May 05, 2006 2:27 pm
Forum: Beginners Help
Topic: terraiSceneNode, getmesh, irr 1.0
Replies: 0
Views: 198

terraiSceneNode, getmesh, irr 1.0

I have a car/truck sim using newton, SDL, openAL, and until yesterday irr0.12. I'am trying to port the app to irr 1.0 and there is something I can't fix. the code I have that use to work perfectly to construct the newton scene can't work any more : the app crash after the first print and return no i...
by zenoid
Tue Apr 25, 2006 8:00 am
Forum: Project Announcements
Topic: Armen's Terrain Generator
Replies: 40
Views: 31990

I didn't read all the details of your nice work but here are my questions : Do you produce heightmap, bmp, raw format ? other format available ? is it possible to place some objects .x, .obj etc and export there position in a xml format ? How many tiles ? I didn't work on my vehicle simulator for a ...
by zenoid
Tue Mar 14, 2006 12:55 pm
Forum: Beginners Help
Topic: irrlicht Key_onEvent with newton gravity It included!
Replies: 4
Views: 304

sorry did not see the original version, so don't know if the sequence in question is well translated. If not, nobody (us-uk tongue) can understand. Anyway, it was just a bad joke 'cause did not catch a sense from the question. Not sure he could read the answer at all. But he could try again. I'am us...
by zenoid
Mon Mar 13, 2006 1:26 pm
Forum: Beginners Help
Topic: irrlicht Key_onEvent with newton gravity It included!
Replies: 4
Views: 304

E.T téléphoner maison... E.T téléphoner maison...
by zenoid
Tue Jan 17, 2006 8:58 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14889

I wont post here as my vehicle code falls in two files ; .h and .c++ class and is not very clear I think and long. In the class I'am loading the vehicle profile from a xml file, the name of the file is passed as parameter and come from a listbox selected item. In the constructor, the xml file(the se...
by zenoid
Mon Jan 16, 2006 2:39 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Newton Vehicles in Irrlicht Tutorial
Replies: 31
Views: 14889

I have my porting from 1.35 to 1.5 working flawlessly. I run vehicle joint and other body without any problem. I'am actualy porting the new tractor from the customjoint to irr. My only pb is irr 0.14 that do not pass my heighmap to newton as it did.
hope it helps
by zenoid
Thu Jan 12, 2006 4:28 pm
Forum: Advanced Help
Topic: Almost there with Irrlicht/Newton terrain
Replies: 9
Views: 875

Are you using irr 0.14, if so you certainly encountered the pb I'am facing actualy, just find my recent post on the subject.
It works perfectly using irr 0.12 and early versions (my heighmap is sized 400 times) and I run vehicle upon.
by zenoid
Thu Jan 12, 2006 8:34 am
Forum: Beginners Help
Topic: more than one active IEventReceiver ?
Replies: 6
Views: 470

thx all for the advices and code, I'll check that soon.
by zenoid
Wed Jan 11, 2006 3:45 pm
Forum: Beginners Help
Topic: more than one active IEventReceiver ?
Replies: 6
Views: 470

more than one active IEventReceiver ?

Is irrlicht able to pass input event to more than one event receiver at the same time ?

thx.
by zenoid
Wed Jan 11, 2006 8:33 am
Forum: Beginners Help
Topic: terrain rendering problems
Replies: 6
Views: 406

same result here, plus there are strage visual artifacts displayed far from the camera.
by zenoid
Tue Jan 10, 2006 1:38 pm
Forum: Project Announcements
Topic: Grass Node v0.3.x
Replies: 109
Views: 85656

yes I was about to proposed that also.