Search found 13 matches
- Sun Jan 25, 2004 9:43 am
- Forum: Advanced Help
- Topic: Slow Collision Detection...?
- Replies: 9
- Views: 2841
- Wed Jan 21, 2004 6:47 am
- Forum: Advanced Help
- Topic: Slow Collision Detection...?
- Replies: 9
- Views: 2841
It is the whole Line Of Sight concept that is worrying me. For instance, I plan on a max of 24 bots on each of two sides (48 total). Each bot will need to calculate LOS with each bot on the opposing side - huge amounds of collision detection there. Then, even more worrying - I need to tie A* in with ...
- Tue Jan 20, 2004 9:05 am
- Forum: Advanced Help
- Topic: Slow Collision Detection...?
- Replies: 9
- Views: 2841
Slow Collision Detection...?
I have been deeply considering Irrlicht for a future project. However, after running some simple testing, I have come to the conclusion that collision detection used by the engine is extremely slow. For instance, if I open the ‘Collision’ example and replace the code used to create the three faeries ...
- Fri Jan 16, 2004 12:23 am
- Forum: Advanced Help
- Topic: Additive Blending - how?
- Replies: 3
- Views: 2500
- Tue Jan 13, 2004 11:09 am
- Forum: Advanced Help
- Topic: Additive Blending - how?
- Replies: 3
- Views: 2500
Additive Blending - how?
How does one use additive blending (as opposed to standard alpha blending)? I hear that DirectX calls can be made through the ‘driver’ – but while setting the render state appropriately would work perfectly when drawing additional primitives into the scene, the majority of objects (such as meshes ...
- Tue Jan 13, 2004 11:01 am
- Forum: Advanced Help
- Topic: Bad Scaling - resulting in no lighting and missing polygons
- Replies: 7
- Views: 2415
- Tue Jan 13, 2004 6:18 am
- Forum: Advanced Help
- Topic: Bad Scaling - resulting in no lighting and missing polygons
- Replies: 7
- Views: 2415
There also seems to be a problem when using setPosition() to move the level into the correct place - the entire mesh dissapears, but the collisions still read. Is there a way to recalculate the normals with a function call ,or will I need to add this myself? It is slightly difficult when dealing ...
- Mon Jan 12, 2004 10:05 am
- Forum: Advanced Help
- Topic: Bad Scaling - resulting in no lighting and missing polygons
- Replies: 7
- Views: 2415
Bad Scaling - resulting in no lighting and missing polygons
In attempting to scale an OctTreeSceneNode (textured 3ds) using setScale(core::vector3df(40,40,40)), the result is that many of the polygons are not rendered until the camera is very close and all previous lighting effects are mysteriously disabled. Is this a comon problem? If so, how is it fixed (I ...
- Mon Jan 12, 2004 1:15 am
- Forum: Advanced Help
- Topic: Debug Assertion Failed! - error when loading a textured 3ds
- Replies: 10
- Views: 5326
- Sun Jan 11, 2004 9:48 am
- Forum: Advanced Help
- Topic: Debug Assertion Failed! - error when loading a textured 3ds
- Replies: 10
- Views: 5326
Hey, I'm about to take a look at your camera. However, I am 100% satisfied with the camera and movment I have set up at the moment - not only does it not climb walls, but it no-longer moves slowly when you aim at the sky or at the ground (instead of moving towards the point the player is aiming at ...
- Sun Jan 11, 2004 1:42 am
- Forum: Advanced Help
- Topic: Debug Assertion Failed! - error when loading a textured 3ds
- Replies: 10
- Views: 5326
jack_1313
I need the cursor control, but wish to do the movement myself. The simplest way I found (without looking too deeply - this is not my current project, I am just looking into it at this stage) was to rip out the movement code and then do it manualy, while leaving the cursor contol active. Can a normal ...
- Sat Jan 10, 2004 9:57 am
- Forum: Advanced Help
- Topic: Debug Assertion Failed! - error when loading a textured 3ds
- Replies: 10
- Views: 5326
More info
I have discovered more information. There is no error when using the Irrlicht ‘release’ dll that is included with the SDK. However, I had made some minor changes to the engine after downloading – basically just killing the FPS camera control so that I could do it all manually, giving much more ...
- Sat Jan 10, 2004 5:41 am
- Forum: Advanced Help
- Topic: Debug Assertion Failed! - error when loading a textured 3ds
- Replies: 10
- Views: 5326
Debug Assertion Failed! - error when loading a textured 3ds
In attempting to load an un-textured 3ds file created with Anim8or, all is well. But after I add a material and texture to the object, I receive the following ‘error’ when loading:
Debug Assertion Failed!
Program: (path to my project)
File: fopen.c
Line: 54
Expression: *file != _T('\0')
For ...
Debug Assertion Failed!
Program: (path to my project)
File: fopen.c
Line: 54
Expression: *file != _T('\0')
For ...