Search found 28 matches
- Mon Apr 26, 2004 5:54 am
- Forum: Beginners Help
- Topic: Best way to output to the console window?
- Replies: 9
- Views: 620
You have a few ways to go about it. If cout was working, you could always just use printf instead. One, if you want to use system headers, stuff will compile a whole lot faster if you use precompiled headers. It's what they are for, to speed up compiling. Since you mention the Irrlicht DLL, I'm gues...
- Tue Apr 13, 2004 7:05 pm
- Forum: Advanced Help
- Topic: a solution to levels
- Replies: 2
- Views: 587
For a commercial game, the license to use GTKRadiant is only like $5k (if you aren't providing it to end users to mod your game) If you are to the point where you are commercializing something, that's pretty cheap, compared to what it would cost to create your own tools. If you have some other plan,...
- Mon Apr 05, 2004 9:35 pm
- Forum: Beginners Help
- Topic: Converting my game from C to C++
- Replies: 9
- Views: 1509
- Mon Mar 29, 2004 8:33 am
- Forum: Advanced Help
- Topic: Errors in compiling the tutorial for Newton by Mercior
- Replies: 6
- Views: 1278
Re: :-)
Quite the opposite, pre-compiled headers are awesome. Seriously cuts down build time for any non-trivial source file. Especially if you need to include <windows.h>.schick wrote:hehe, precompiled headers are evil
- Sat Mar 20, 2004 1:01 am
- Forum: Beginners Help
- Topic: Rendering without a window?
- Replies: 5
- Views: 554
I just modified the createDevice call to take a hwnd param. Then in the func if the param is NULL, I let irrlicht do it's normal thing, otherwise I just have it use the passed hwnd. I then added a few other functions so I could call funcs instead of letting it have the WndProc. (like for WM_* handli...
- Fri Mar 19, 2004 7:44 pm
- Forum: Beginners Help
- Topic: core::rect<>
- Replies: 4
- Views: 410
- Wed Mar 17, 2004 12:17 am
- Forum: Off-topic
- Topic: Windows or Linux
- Replies: 39
- Views: 4487
I'm developing for windows only. It's rather simple to make that decision too, since I'm not on some holy quest tilting at windmills about OS choices. The vast majority of anyone who'd look at my project uses windows, and if not as their primary OS, I bet they have a windows box handy anyways. Suppo...
- Mon Mar 15, 2004 3:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: scripting engine libraries
- Replies: 27
- Views: 3166
I would also bet that AngelScript is faster than both Lua and Python (since it is strongly typed and doesn't have to convert variants into C++ types, and can call the C++ functions directly without proxy functions), but that is probably irrelevant since the processor heavy tasks ought to be written...
- Fri Feb 27, 2004 6:00 am
- Forum: Project Announcements
- Topic: IXSF -- The Irrlicht XML Scene Format
- Replies: 14
- Views: 7796
A bit off-topic here (sorry!) but I have to ask, about lua: what does lua buy you, except from possibly less recompiles? From what I see in your example, it seems that what you get with lua is tons of added CLU_Call and a syntax that is *harder* to read than C++ (however that is possible...) Well, ...
- Thu Feb 26, 2004 8:43 pm
- Forum: Project Announcements
- Topic: IXSF -- The Irrlicht XML Scene Format
- Replies: 14
- Views: 7796
You might want to consider just embedding lua into your app, and using that to describe the scene. I do that for my visualization app. The user just loads a selected lua file, and the lua file sets up the whole scene by calling all the irrlicht functions you'd call after parsing your own scene forma...
- Thu Feb 26, 2004 12:27 am
- Forum: Advanced Help
- Topic: Issues with 0.5
- Replies: 9
- Views: 1522
- Thu Feb 26, 2004 12:23 am
- Forum: Beginners Help
- Topic: Loading and Unloading Meshes
- Replies: 3
- Views: 453
How do you drop a mesh tho? mesh->drop() doesn't really get rid of it (if you do a load on the same filename later, it returns the pointer to the free'd memory space). So you'll delete the memory for your mesh, but if you ever try to load one with same filename again, you're hosed. the comment for I...
- Tue Feb 24, 2004 10:36 pm
- Forum: Beginners Help
- Topic: line3d
- Replies: 4
- Views: 665
- Tue Feb 24, 2004 3:04 am
- Forum: Beginners Help
- Topic: objects on walls
- Replies: 5
- Views: 635
Are you attaching the decal to the wall as a child, or is it at the same level in the tree? If you attach it as a child, I'd guess that it'd get the same transformation as the parent, so you likely just need to offset one of the 3 positions in it's relativePos. May work, as long as you don't end up ...
- Tue Feb 24, 2004 3:01 am
- Forum: Beginners Help
- Topic: line3d
- Replies: 4
- Views: 665