Search found 40 matches
- Wed Nov 24, 2004 6:59 am
- Forum: Beginners Help
- Topic: textured/animated controls?
- Replies: 9
- Views: 1234
textured/animated controls?
Hi, all, friends of mine plan a strat game which would be heavily GUI based, but with some 3d graphics intermingled. Now they look for an engine whioch can do this. When looking at the GUI examples which comes with irrlicht, I see that all elements seem to have the same color etc. Is it possible, us...
- Wed Nov 17, 2004 6:43 am
- Forum: Beginners Help
- Topic: [SOLVED] linking error in VC7, libci.lib missing
- Replies: 6
- Views: 1385
[SOLVED] linking error in VC7, libci.lib missing
Hi all, I try to build the irrlicht dll and fail. Irrlicht fatal error LNK1104: Datei 'libci.lib' kann nicht geöffnet werden What I use: - VC++ 2003 - DX SDK 9c MSDN says that libci.lib contains the old-style iostream objects. I searched the sources and did not find any references to stream objects....
- Wed Mar 03, 2004 9:58 am
- Forum: Open Discussion and Dev Announcements
- Topic: UML Software?
- Replies: 16
- Views: 2563
A very good tool IMHO is the enterprise architect. http://www.sparxsystems.com.au It is not free, but very reasonable priced compared with the competition and especially if you think of what that tool can do for you. I use it at work and at home for source code engineering, mainly for class diagrams...
- Mon Mar 01, 2004 3:06 pm
- Forum: Beginners Help
- Topic: animated texture coordinates?
- Replies: 1
- Views: 386
animated texture coordinates?
Hi all, is there a way in irrlicht to change texture coordinates dynamically? I.e. having a large texture and only displaying portions of it somewhere on a mesh? I actually want to do two things: One is the effect of fluid motion of water surfaces, which I'd like to do by moving textures around. Ano...
- Sat Feb 21, 2004 8:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: A question for you all.
- Replies: 24
- Views: 2761
probably some game construction kit like Darkbasic ( http://www.darkbasic.com ) or similar would be the right thing for you - though you will have somewhat less freedom in what you do (programming a game in pure C++ atop of directX or a small layer like irrlicht gives you a lot of freedom) (and some...
- Fri Feb 13, 2004 7:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: Community generated patches
- Replies: 36
- Views: 4815
Hi, this addresses a topic which has been a sore spot for me with Irrlicht too. But your approach requires a lot of work: For every new official irrlicht release, patch programmers would have to go through all their patches and check whether they are still valid for the new release. Potentially they...
- Fri Jan 30, 2004 5:50 am
- Forum: Advanced Help
- Topic: 64bit integer vectors?
- Replies: 3
- Views: 1413
- Thu Jan 29, 2004 6:30 am
- Forum: Advanced Help
- Topic: 64bit integer vectors?
- Replies: 3
- Views: 1413
64bit integer vectors?
Did anyone ever try to use 64bit integer vectors with irrlicht? I tryto simulate a solar system, and 32bit integers don't cut it. floats/doubles are too unprecise...
- Wed Jan 28, 2004 7:11 am
- Forum: Open Discussion and Dev Announcements
- Topic: overhead of virtual function calls
- Replies: 4
- Views: 1200
Niko: debug build: *********time to bark: 38 *********time to meow: 33 release build: *********time to bark: 6 *********time to meow: 4 keless: the explicit cast does not bring anything. And it does not matter whether you use references or pointers, same result. AFAIK the overhead comes from the one...
- Tue Jan 27, 2004 9:35 am
- Forum: Open Discussion and Dev Announcements
- Topic: overhead of virtual function calls
- Replies: 4
- Views: 1200
overhead of virtual function calls
Hi folks, I just wondered what the real overhead of virtual function calls is and I was surprised: #include <time.h> // performance tests for virtual functino call overheads class Animal { public: virtual void sound () = 0; }; class Dog: public Animal { int ntimesbarked; public: void sound (); }; vo...
- Tue Jan 27, 2004 6:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: think about getting a job in the industry...
- Replies: 7
- Views: 1321
I like game programming, always loved it, but I do it as a hobby. My real job is OS system programming for an ERP company, which pays considerably better than what I know friends of mine earn in (german) game studios. Yes, programming games is fun, because it involves all the cool things other progr...
- Mon Jan 26, 2004 9:06 am
- Forum: Open Discussion and Dev Announcements
- Topic: think about getting a job in the industry...
- Replies: 7
- Views: 1321
think about getting a job in the industry...
think twice...
http://www.gamedev.net/reference/articl ... cle866.asp
another one of those things which are wicked cool as a hobby but make a lousy job...
http://www.gamedev.net/reference/articl ... cle866.asp
another one of those things which are wicked cool as a hobby but make a lousy job...
- Sun Jan 25, 2004 6:09 am
- Forum: Beginners Help
- Topic: Problems with a string
- Replies: 5
- Views: 608
Hi, Yeah, you try to copy a singlebyte string into a Unicode string. Compiles fine, because swprintf simply takes the next pointer on the stack, whatever that is, and, seeing %s, tries to interpret it as a pointer to a zero-terminated Unicode string. Simple solution 1: use mbtowc() to convert your a...
- Sat Jan 24, 2004 5:50 am
- Forum: Project Announcements
- Topic: The Scout
- Replies: 7
- Views: 3188
- Fri Jan 23, 2004 5:21 am
- Forum: Beginners Help
- Topic: 32 bit texture problem
- Replies: 6
- Views: 829
use a 32bit tga or png instead of bmp .. what a waste of memory! dumb question: does it really matter? I always thought DirectX uncompresses the bitmap anyway before putting it into texture memory... I can't imagine the graphics card doing e.g. jpeg nucompression on the fly while rendering. So the ...