Search found 444 matches
- Thu Jul 23, 2009 4:31 pm
- Forum: Off-topic
- Topic: Goin into Gaming Industry...
- Replies: 26
- Views: 3620
The most important thing I think is to just write clean and readable code, and if you have to do a programming test for the interview make sure you carefully read the instructions and answer the questions they ask precisely. Take your time, and cover all the angles on the problems. The fundamentals ...
- Tue Jun 23, 2009 8:35 pm
- Forum: Project Announcements
- Topic: Tree Scene Node v2.1
- Replies: 234
- Views: 176368
the 1.4 version works in 1.5 with only very minor edits. basically just changing the SMaterial.textures[0] to SMaterial.GetTexture(0) or something like that (saying this from memory, dont have the code here). Anyway, I was able to get it working in irredit 1.5 in like 30 mins. Not too big a deal. If...
- Wed Jun 17, 2009 9:14 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
- Fri Jun 12, 2009 3:12 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
new terrain code works well
heya, thanks for the updates brainsaw, the new terrain code works nicely.
- Tue Jun 02, 2009 3:08 am
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
heya brainsaw, nope just using ODE 0.11 i'm pretty sure. I am using a different heightfield though, and I have arranged stuff in irredit, so that my heightfield is roughly centered on 0,0,0. now that you say though, that is clearly the issue, that the ODE heightfield must always be offset by 1/2 the...
- Sun May 31, 2009 5:16 am
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
got my terrain working....
Hey guys I think I mostly got the problem with heightfields figured. Basically I did 2 things, I calculate the actual number of width and depth samples as brainsaw had suggested, the square root of the vertex count. And I removed this little thinger that had been shifting the geom body by 1/2 of the...
- Thu May 28, 2009 2:22 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
- Thu May 28, 2009 1:20 am
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
hey ulao, Maybe I can help a little too. for one thing there is no irrODE.dll because irrODE builds as a static .lib file, it has no DLL. you do need a ode_single.dll built with whatever compiler you are using.... The irrlicht.dll and ode_single.dll brainsaw included are bigger than ones built by vs...
- Wed May 27, 2009 7:00 pm
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
- Wed May 27, 2009 7:22 am
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
terrain node positioning wierdness...
heya, Managed to get irrODE integrated into my app, I have a physics simulation set up to make a box fall on some terrain, however the box just falls right through? I am trying to set all this up using the irrodedit plugin. I tried messing with the parameters on the world and the geomheightfiled, bu...
- Thu May 14, 2009 5:06 am
- Forum: Project Announcements
- Topic: IrrODE - an Irrlicht - ODE wrapper (now with SVN)
- Replies: 561
- Views: 144807
troubles
yeh i had similar problems, I managed to build a lib based on how your code::blocks project was set up, but can't make it work. I tried duplicating your work in the irrODEdit example sort of in my framework of stuff in vs2008, but I get runtime access violations. I will try next just directly compil...
- Thu Oct 30, 2008 10:41 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116238
Taonas, yeh I'm pretty sure that just in general VS2008 DLL's wont work with projects being compiled by VS2005 and vice versa. I had a similar problem trying to use boost::python with python 2.6 in my VS2005 project. Python 2.6 and later are all compiled in VS2008 on windows, so my .pyd file compile...
- Thu Oct 23, 2008 5:53 pm
- Forum: Off-topic
- Topic: So like, what is up with play testers?
- Replies: 17
- Views: 3084
I don't see why test-driven development and scrum's fast iteration can't go together. I would be amazed to see ANY piece of software that was fully designed before implementation began, and even more amazed if it didnt get substantially changed in scope or specification many times during development...
- Mon Oct 20, 2008 1:11 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 125203
- Sat Feb 23, 2008 2:41 am
- Forum: Beginners Help
- Topic: Scripting language help
- Replies: 8
- Views: 628
cinvoke
i found a nifty thinger called C/Invoke, whose purpose is to work in a similar manner to P/Invoke, which was used for instance to do the Irrlicht CP wrapper for .NET. I got it working up to the point where my lua runtime can use it, and Im trying to adapt the IrrlichtW Wrapper from Irrlicht CP to DE...