Search found 112 matches

by qwe
Wed Feb 23, 2005 3:32 pm
Forum: Project Announcements
Topic: Irrlicht V0.8 is out!!!
Replies: 18
Views: 4173

Wow, 0.8 looks amazing.
So how long should we expect to wait before we get shader support under linux?
by qwe
Thu Feb 17, 2005 6:14 am
Forum: Off-topic
Topic: C/C++ to die anytime soon
Replies: 21
Views: 2454

the problem is that deep down, most operating systems are written in C/C++. Therefore, any program you're going to write can make the fullest use of what the OS has to offer if it's written in C/C++. Until someone writes an OS in Java or .NET(Longhorn, maybe), C/C++ will still stay at the top, simpl...
by qwe
Wed Feb 16, 2005 1:23 am
Forum: Off-topic
Topic: See young lesbians play with each other
Replies: 18
Views: 3802

Wow. There seems to be a large amount of forum spam going around. Blenderwars has been deluged to the point that the admins have been forced to close posting to non-registered users. From the same moron, too, with the same subject. sad, isn't it? :( Holy crap... Compare: this with this this with thi...
by qwe
Fri Jul 30, 2004 7:23 pm
Forum: Project Announcements
Topic: a new projict that is really good this time so join now!!!!
Replies: 19
Views: 7361

Re: a new projict that is really good this time so join now!

Anonymous wrote:I need a full team who has lots of experience and is willing to work for no pay
L. O. L.

This cracks me up. I seriously hope this was a joke. :lol:
by qwe
Tue Jun 01, 2004 4:09 pm
Forum: Off-topic
Topic: lego man model?
Replies: 0
Views: 739

lego man model?

Anybody know of a good free Lego man model out there? All the ones i've seen either don't look like a real Lego man or aren't free.
by qwe
Thu May 27, 2004 2:16 pm
Forum: Project Announcements
Topic: Boids Scene Animator
Replies: 6
Views: 2505

hey powerpop, when you finish that could you email it to me? (the flocking algorithm, not the model) I'm doing something similar and am interested in how other people do it. :)
by qwe
Thu May 27, 2004 2:04 pm
Forum: Advanced Help
Topic: Building the engine part 1
Replies: 3
Views: 832

If you're using visual c++ it's in the Debug directory with the DLL.
by qwe
Tue May 25, 2004 9:57 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Modification for Non-loop Animation
Replies: 5
Views: 4550

you may want to enclose your code in [ code ] tags to make it more readable :wink:
by qwe
Tue May 25, 2004 7:33 pm
Forum: Beginners Help
Topic: Ball animation
Replies: 1
Views: 426

just use setScale. e.g. ball->setScale(core::vector3df(1.0f,1.0f,0.5f)) will make the ball half as thick on the z axis. It should be pretty easy to implement this (as an animator, maybe) so it looks smooth.
by qwe
Tue May 25, 2004 2:48 pm
Forum: Advanced Help
Topic: Axial billboards
Replies: 9
Views: 2383

I think I get it... you want the laser to look like a beam from two axes, but not when viewing it "straight-on," so to speak... you may have to edit the CBillboardSceneNode class or derive your own class (like CAxialBillboardSceneNode) to do that.
by qwe
Tue May 25, 2004 1:17 am
Forum: Off-topic
Topic: Copyright issues
Replies: 2
Views: 957

I guess the most important question is, if you want to sell the game. I mean propably one one will make trouble if its not commercial. Actually, I believe that you can still get in trouble for doing this. What you ought to do (if the game is non-commercial) is go down to the places that you want to...
by qwe
Tue May 25, 2004 1:03 am
Forum: Advanced Help
Topic: Axial billboards
Replies: 9
Views: 2383

So you're going to have it spinning rapidly in order to look like a laser? sorry, I don't quite get what you're trying to accomplish...
by qwe
Mon May 24, 2004 10:41 pm
Forum: Beginners Help
Topic: Particles and particle systems
Replies: 22
Views: 2638

they're not just meant to be billboards, but they are :wink: and are implemented as such. The problem is that they are in no way individually accessible, as they are handled internally by the particle system node.
by qwe
Mon May 24, 2004 9:06 pm
Forum: Beginners Help
Topic: Particles and particle systems
Replies: 22
Views: 2638

If you need the directx sdk, I can put it on a cd and send it to you for the cost of media+shipping 8)
by qwe
Mon May 24, 2004 3:35 pm
Forum: Beginners Help
Topic: Particles and particle systems
Replies: 22
Views: 2638

This fixes the moving particles problem. Works with point emitters, haven't tried it with box emitters. YMMV First, in SParticle.h, add a core::vector3df called startPos. After line 270 of CParticleSystemSceneNode.cpp add: array[i].startPos = getAbsolutePosition(); Replace line 296 with: Particles[i...