Search found 4 matches

by Cancel
Fri Nov 11, 2005 7:06 pm
Forum: Beginners Help
Topic: Skeletal animation - one skeleton for all the meshes?
Replies: 3
Views: 372

Thx you two! I gotta look a little deeper in irrlicht's documentation i guess :D
If that does't work I'll try to use SMD-Format ^^
by Cancel
Fri Nov 11, 2005 2:11 pm
Forum: Beginners Help
Topic: Projectile system
Replies: 4
Views: 401

Actually, I didn't even know about Irrlicht's own array^^(pretty new to irrlicht). But since the Irrlicht documentation explicitly says "rr::core::array< T > Class Template Reference Self reallocating template array (like stl vector) with additional features" it seems as it would be wise t...
by Cancel
Fri Nov 11, 2005 1:31 pm
Forum: Beginners Help
Topic: Projectile system
Replies: 4
Views: 401

I don't know exactly HOW you game works but I guess that you could simply hold ALL beams in one dynamic list. Since it maybe important to know which beam belongs to which ship, simply add a int (or even char) to the beam object that keeps the number of the "owning" ship. For the list I'd u...
by Cancel
Fri Nov 11, 2005 1:21 pm
Forum: Beginners Help
Topic: Skeletal animation - one skeleton for all the meshes?
Replies: 3
Views: 372

Skeletal animation - one skeleton for all the meshes?

I remember when creating models for Half Life 1 that there was only ONE base skeleton which you attached the mesh to. This way you did not have to worry about animating each model but have each model use the same animation data provided by the skeleton. Now my question: Is something similiar possibl...