Search found 34 matches

by Grey Lantern
Sat Mar 15, 2008 6:56 pm
Forum: Beginners Help
Topic: 3ds max FOV
Replies: 7
Views: 820

Just so you know the standard FPS cam in irrlicht (and probably the others too) has a FOV of around 72 degrees. I know that in XSI (another modelling program) you can set vertical or horizontal FOV but in irrlicht it's just vertical. i'm using an older version of irrlicht (highly custom hence I hav...
by Grey Lantern
Sat Mar 15, 2008 5:13 am
Forum: Beginners Help
Topic: 3ds max FOV
Replies: 7
Views: 820

I think I know what you are saying and I have the same problem (sorry to bump old thread). Basically how does Irr FOV related to 3Dsmax cameras! If you setup a camera in 3dsmax scene and render it - then import that render as a 2d Backdrop in irrlicht, you should be able to place 3d meshes from the ...
by Grey Lantern
Tue Mar 04, 2008 10:05 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

Sorry to drag an old thread up but is development still happening on this? Or have people moved over to irrnewt - which is the most feature complete/robust/easy to use now?

Or is there another Physics engine that works even better with Irrlicht (free no commercial restrictions)

thanks
by Grey Lantern
Sun Aug 19, 2007 1:27 am
Forum: Advanced Help
Topic: Pausing a scene?
Replies: 20
Views: 3166

I had something similar (if I read it correctly, though i'm in a rush). I wanted to pause timers (to stop animators/pause the 3D scene) but still wanted timers to run on for my other parts of game (gui/menus which are animated with custom code). I abstracted the base irrlicht code to give it another...
by Grey Lantern
Mon Jan 29, 2007 1:42 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

About the suggested idea for setting position of an entity based on mouse position that was a reply to my earlier question, taken for granted that it would work without errors (even if mouse move very fast - a cap can be put on that), the ->setPosition() can't be used with the mouse co-ords as they ...
by Grey Lantern
Mon Jan 29, 2007 1:37 pm
Forum: Game Programming
Topic: DirectSound problems reported with VISTA - IrrKlang working?
Replies: 2
Views: 1826

DirectSound problems reported with VISTA - IrrKlang working?

I mentioned this in another thread but thought I would highlight it. does anyone know if IrrKlang works on vista (any version/beta/rc). The reason I ask is that it (Vista) has some problems with Direct Sound apps/wrappers from what I've seen on the net and Audiere for example apparently doesn't work...
by Grey Lantern
Sun Jan 28, 2007 7:00 pm
Forum: Game Programming
Topic: Static Lib,
Replies: 9
Views: 2521

Does irrklang work ok in vista? (I heard other sound engines are having trouble and have seen reports of problems with audiere for example).
by Grey Lantern
Wed Jan 24, 2007 3:17 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

thanks I'll give it a try.
by Grey Lantern
Wed Jan 24, 2007 1:59 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

I've been out the loop, apart from that code I added a while back (which isn't needed now anyway) ;) Can someone with more experience with Newton/i-physics tell me if it's possible (easily) to create a mouse/user controlled mesh that collides with objects around it based on the speed of the mouse mo...
by Grey Lantern
Fri Jan 05, 2007 5:22 am
Forum: Beginners Help
Topic: solution to this common problem
Replies: 4
Views: 600

Don't know if this is of any help but I do this as a matter of course before loading 2D stuff: // do this before loading 2D textures gDriver->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false); Also is your texture correct power of 2 combination? (64/128/256/512/1024 x etc) ? And finally, I added a...
by Grey Lantern
Fri Jan 05, 2007 4:53 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

Re: CharacterController

ok iv'e looked at the source (rather than the docs) and found that it was simple enough to add in the missing "cylinder" functionality and include the files in my test project so now I have A SPhysicsCylinder with radius and height. So, why not share the source? I'm sure we could all use ...
by Grey Lantern
Sun Dec 24, 2006 11:19 am
Forum: Bug reports
Topic: Why is irrlicht storing the textures 3 times in directX?????
Replies: 7
Views: 1046

I may sound like a dummy but is this fixed in v1.2? It sounds nasty.

scrub that, just checked the svn patches tracker and it was only added on 2006-12-01 so I guess it's still pending.
by Grey Lantern
Fri Dec 22, 2006 9:19 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

To clarify, I can load any mesh and surround it with a cube/sphere bounding (collision box) by adding sphere/cube but there is no cylinder type? or anyway to use cusom collision geomtry (simplified around a complicated mesh)? Edit > ok iv'e looked at the source (rather than the docs) and found that ...
by Grey Lantern
Fri Dec 22, 2006 6:28 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117531

iPhysics looks like a great wrapper around newton, had a quick play with it and got it into a custom project with spheres, cubes and the test car thingy driving around in one scene (on a lightmapped my3d mesh) all working very nicely. however 2 things I need to know before using it further: 1. Is it...
by Grey Lantern
Fri Nov 03, 2006 12:21 pm
Forum: Open Discussion and Dev Announcements
Topic: Windowed mode mouse clipping suggestion
Replies: 2
Views: 598

This is already possible on Windows using a win32 function "ClipCursor()" no patch needed. GetWindowRect(gHwnd, &gWindowMouseRegion); gWindowMouseRegion.top+=gScreenHeight/2; gWindowMouseRegion.left+=70; gWindowMouseRegion.bottom-=20; gWindowMouseRegion.right-=70; ClipCursor(&gWind...