Search found 371 matches
- Wed Feb 08, 2006 7:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Code for newer BSPs, for ex. Doom3
- Replies: 8
- Views: 1620
- Wed Feb 08, 2006 7:24 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Help with c++ debugging
- Replies: 8
- Views: 1023
Also, just because the program runs fine under linux [or any other platform] does not mean that it is correct. Very true, especially for release builds. When moving a project that works on one OS to another for testing, I would always do a debug build first and test it, or do that as soon as the ...
- Wed Feb 08, 2006 7:17 pm
- Forum: Beginners Help
- Topic: Moving a character in the gameworld with newton physics
- Replies: 10
- Views: 1954
You declared BoxPrimitive as a pointer, you can't use the '.' operator on it to access it, you must use '->'. Also, don't you need to allocate the box? Like 'BoxPrimitive *box = new BoxPrimitive;'?
what is the purpose of the 4by4 matrix,how does this represent the coordinate system of irrlicht. A ...
what is the purpose of the 4by4 matrix,how does this represent the coordinate system of irrlicht. A ...
- Wed Feb 08, 2006 7:10 pm
- Forum: Beginners Help
- Topic: IrrToNewton
- Replies: 3
- Views: 757
The problem seems to be that nMeshBufferCount always comes out as zero, so nothing is ever actually added to the collision map by the loop That's strange, there should be at least 1 mesh in there. The terrain is loading properly (apart from collision)? Yeah, you could also use getMeshBufferForLOD ...
- Tue Feb 07, 2006 7:42 pm
- Forum: Beginners Help
- Topic: How to find a good point on an IAnimatedMesh to shoot at
- Replies: 20
- Views: 1578
- Tue Feb 07, 2006 7:38 pm
- Forum: Beginners Help
- Topic: Moving a character in the gameworld with newton physics
- Replies: 10
- Views: 1954
- Thu Feb 02, 2006 9:13 pm
- Forum: Beginners Help
- Topic: Some questions about the engine
- Replies: 12
- Views: 1216
any further input on poly counts Here's a tip: polycount is a misnomer. Several years ago it was a good benchmark of 3d engine performance. Nowadays it's not the most important thing. Polycount does matter, but it matters in combination with how many materials are being used, and how complex those ...
- Thu Feb 02, 2006 7:14 pm
- Forum: Beginners Help
- Topic: UV Coordinates.
- Replies: 2
- Views: 737
- Thu Feb 02, 2006 7:08 pm
- Forum: Beginners Help
- Topic: how to make world files
- Replies: 5
- Views: 872
i have worked with other game engins but they provided a modle editor and world editor The assumption with 3d engines such as Irrlicht is that it is a graphics engine not geared towards any specific thing, therefore it is your responsibility to build any editting tools using the engine to suit your ...
- Thu Feb 02, 2006 7:03 pm
- Forum: Beginners Help
- Topic: Moving a character in the gameworld with newton physics
- Replies: 10
- Views: 1954
If you want to see how to make a really nice character controller w/ Newton, look at the tutorial that comes with the SDK. Note that if the character is moving, the controller sets all friction with everything the character touches to 0, and when it stops it sets it to 2 (lots of friction). This ...
- Tue Jan 31, 2006 6:35 pm
- Forum: Beginners Help
- Topic: polygon count number
- Replies: 2
- Views: 496
- Tue Jan 31, 2006 6:32 pm
- Forum: Beginners Help
- Topic: A model with 1 million Objects
- Replies: 12
- Views: 1558
- Tue Jan 31, 2006 6:30 pm
- Forum: Beginners Help
- Topic: Newton Tutorial
- Replies: 12
- Views: 3057
well, after trying to geht the newton physics engine to work with the irrlicht engine (v.0.14) i give up. No, don't give up!
instead of having multiple boxes and instead of being able to create new boxes I can only see one. Some guesses: you aren't calling NewtonUpdate, or you are calling it with ...
instead of having multiple boxes and instead of being able to create new boxes I can only see one. Some guesses: you aren't calling NewtonUpdate, or you are calling it with ...
- Tue Jan 31, 2006 6:23 pm
- Forum: Beginners Help
- Topic: Compiling the Irrlicht help
- Replies: 10
- Views: 2459
- Mon Jan 30, 2006 9:34 pm
- Forum: Advanced Help
- Topic: Real 3D "wall"-walk like in Avp
- Replies: 8
- Views: 1087
There is no gravity but agents can't "fly", they can just walk. Sounds difficult, if not impossible. One cannot walk without gravity. When you walk, gravity pulls you down, your feet push back and you actually fall foward in a controlled manner in order to propel yourself forward. Without gravity ...