Search found 36 matches

by Caecus
Thu Feb 24, 2005 2:58 am
Forum: Open Discussion and Dev Announcements
Topic: xml 3D World File Format
Replies: 9
Views: 913

Well if you have some ideas share them and we can start a discussion about it :) These forums seem to be moving a bit slow lately, probably because I'm waiting for a reply from niko lol.
by Caecus
Tue Feb 22, 2005 11:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht.NET
Replies: 9
Views: 1431

Irrlicht.NET

Since the release of 0.8 heralded better .NET support I decide to play around with Irrlicht and C#. I looked around for a while and found a suitably advanced game written in c++ using Irrlicht and attempted to port it. I chose IrrTetris which can be found in the links section on the main site. I spe...
by Caecus
Mon Jan 10, 2005 8:43 am
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39452

Really nice work Cairon, probably the best Irrlicht based app I've played with.

The bullets probably due need to be raycast if you want them to move at any reasonable speed, as they are right now I think i could throw them faster... :P

Great work though.
by Caecus
Tue Nov 30, 2004 3:50 am
Forum: Beginners Help
Topic: 2D graphics - 8-bit Alpha channel
Replies: 2
Views: 528

This was one of my requests a while ago. BAck then Irrlicht only supported 1 bit alpha, not sure if its been addressed though.
by Caecus
Tue Oct 26, 2004 3:15 am
Forum: Beginners Help
Topic: Problem with 0.7.1 update - my game crash !
Replies: 3
Views: 666

Im actually having the same problem just running the techdemo.

I recompiled the example using 0.7.1 lib and placed it in directory with 0.7.1 dll and it crashes. When I debuged it seems to be crashing on call to createDevice().

My friend is having the same problem too, kinda odd.
by Caecus
Fri Jul 02, 2004 11:20 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle Editor 2.0
Replies: 17
Views: 4009

Best thing a v2 could offer would be an ability to export xml representation of the particle system and then provide a calss that loads said xml and runs the apprpriate code... :)
by Caecus
Fri Apr 09, 2004 7:17 am
Forum: Advanced Help
Topic: Performance problems due to high RAM consumption
Replies: 27
Views: 4879

Irrlicht also does nasty stuff to md2's. Check out hellow world example it uses over 20 megs of memory for a 500k file. The reason behind this is irrlicht is storing full vertex coords basicalyl for every frame (along with normals). The md2 format itself cuts out a lot of this and uses scalers and s...
by Caecus
Thu Mar 25, 2004 3:31 am
Forum: Beginners Help
Topic: Best way to test for bullet collide with moving object?
Replies: 2
Views: 632

"To do this, I'd have to check every bullet against every moving object that is active."

Yep, you would. There is no way to tell if a bullet collides if you dont test it. And since you have multiple entities your going to have to test against all of them.
by Caecus
Thu Mar 25, 2004 3:18 am
Forum: Beginners Help
Topic: Is Irrlicht Engine suteable for this kind of game?
Replies: 12
Views: 1641

Neither is currently included, however, niko plans to add LOD (not sure in what fashion) to the heightmap / terrain node in a future release (maybe 0.7?)
by Caecus
Thu Mar 25, 2004 3:15 am
Forum: Beginners Help
Topic: addCameraSceneNodeFLIGHT ?
Replies: 2
Views: 592

This and a follow camera should both be added to the engine when time permits.
by Caecus
Fri Mar 19, 2004 5:47 am
Forum: Beginners Help
Topic: keyboard
Replies: 4
Views: 879

No generally I use GetAsyncKeyState, however that is a Win32 function so your limiting you platform.

A clean way to do this is use an event reciever and an array of bools to track the status of all the keys.

Then in main you can just do if (keys[VK_UP] == true)
by Caecus
Fri Mar 19, 2004 2:00 am
Forum: Beginners Help
Topic: keyboard
Replies: 4
Views: 879

Unfortunately I don't think it can be done easily. A GetKeyState function was one of the things on the old request list... I don't think it ever got added tho
by Caecus
Fri Mar 19, 2004 1:38 am
Forum: Beginners Help
Topic: Can't load exported mesh
Replies: 6
Views: 1056

If all three didn't show up it was most likely due to the positioning of the model in 3d space. Go check and see if you modeled it around the origin in Blender. Also check the scale. Load the dwarf up and compare the size/positioning of your models in Blender. This is the only problem I can really s...
by Caecus
Fri Mar 19, 2004 1:36 am
Forum: Beginners Help
Topic: Texturing Worlds
Replies: 4
Views: 841

From my understanding of the .obj format (I've never used them), it probably works like an md2 instead of a 3ds. Like in the HelloWorld example you have to load/apply the texture in the code, as follows: scene::IAnimatedMesh* mesh = smgr->getMesh("mymodel.obj"); scene::IAnimatedMeshSceneNo...
by Caecus
Fri Mar 19, 2004 1:29 am
Forum: Advanced Help
Topic: Casting rays for enemy sight
Replies: 6
Views: 1891

Actaully what you want is scene::ISceneCollisionManager::getCollisionPoint() which can be found on the same page of the docs that smileman provided a link to. As far as the math behind it... thats not quite as easy. You going to have to find one of the more math-types to explain it. The simplest ide...