Search found 28 matches

by Miwa
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...
by Miwa
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,...
by Miwa
Mon Apr 05, 2004 9:35 pm
Forum: Beginners Help
Topic: Converting my game from C to C++
Replies: 9
Views: 1509

Make sure you have the right crt linked in. I usually use Multithreaded DLL (look in code generation tab) for the CRT. You should use the same as the irrlicht dll does.
by Miwa
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: :-)

schick wrote:hehe, precompiled headers are evil
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>.
by Miwa
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...
by Miwa
Fri Mar 19, 2004 7:44 pm
Forum: Beginners Help
Topic: core::rect<>
Replies: 4
Views: 410

Visual Assist makes that stuff not a problem... :P

(ok, I admit it, I'm a VA addict)
by Miwa
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...
by Miwa
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...
by Miwa
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, ...
by Miwa
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...
by Miwa
Thu Feb 26, 2004 12:27 am
Forum: Advanced Help
Topic: Issues with 0.5
Replies: 9
Views: 1522

I have the same problem with cracks in tiled textures. Seems to only appear away from the camera, so may be problem with the funky mipmapper niko wrote to handle dx8 and dx9 at the same time... dunno
by Miwa
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...
by Miwa
Tue Feb 24, 2004 10:36 pm
Forum: Beginners Help
Topic: line3d
Replies: 4
Views: 665

The other thing is you should be aware of the constructor to SColor, I think you are doing RGBA instead of ARGB.
by Miwa
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 ...
by Miwa
Tue Feb 24, 2004 3:01 am
Forum: Beginners Help
Topic: line3d
Replies: 4
Views: 665

You'll need to set a material to have the lines be displayed.

Set an ambient color in the material, and the lines will be that color.

(at least that's what happens when I just call DrawPrimativeUP directly with D3DPT_LINELIST)