Search found 8 matches
- Wed Sep 16, 2009 7:44 am
- Forum: Advanced Help
- Topic: Irrlicht and ODE! Problems, questions and misunderstandings
- Replies: 2
- Views: 490
Thx for the info Brainsaw, looked at the IrrODE-Wrapper already, but decided not to use it. Want to learn Irrlicht and ODE from the beginning. But what really irritates me is that it seems that there is nothing inside the absolute transformation matrix... otherwise the bodies should be shown where I...
- Tue Sep 15, 2009 5:21 pm
- Forum: Advanced Help
- Topic: Irrlicht and ODE! Problems, questions and misunderstandings
- Replies: 2
- Views: 490
Irrlicht and ODE! Problems, questions and misunderstandings
Hi community, started my first project using Irrlicht and OpenDE. Personally I like the concept of using node trees to relatively set position and rotation of child nodes. For now I wrote a custom node to implement ODE bodies and geoms and it used IAnimatedMeshSceneNode to display the mesh and its s...
- Wed Sep 09, 2009 10:05 pm
- Forum: Beginners Help
- Topic: weird 3ds mesh problem
- Replies: 9
- Views: 1610
- Wed Sep 09, 2009 6:52 pm
- Forum: Beginners Help
- Topic: weird 3ds mesh problem
- Replies: 9
- Views: 1610
ok... I tried as .obj and also exported materials. looks much better. vehicle now has its pivot right. and it seems the mtl file is also used, and the obj file correctly sets material. Even the glass is transparent. The orientation is mirrored if I use obj files. But that's not a problem at all :) i...
- Wed Sep 09, 2009 5:53 pm
- Forum: Beginners Help
- Topic: weird 3ds mesh problem
- Replies: 9
- Views: 1610
weird 3ds mesh problem
hi community, seems I got a weird problem with a 3d studio mesh I recently created. maybe someone knows a solution to this, cause I do not know where the problem is coming from. To explain what is shown in the image: I made a custom scene node called cVehicle, holding child nodes for wheels, chassis...
- Fri Mar 19, 2004 8:36 am
- Forum: Advanced Help
- Topic: Casting rays for enemy sight
- Replies: 6
- Views: 1946
The idea of casting 'rays' for collision detection is not bad at all. But I think if you 'raytrace' so many lines it will be a performance problem. Here is what I have in mind from the good old quake-engine: Every player (real persons and bots) have a FOV (i.e. 90°) you first should check if the tar...
- Fri Mar 19, 2004 8:22 am
- Forum: Advanced Help
- Topic: Problem with rendering ITerrainSceneNode
- Replies: 3
- Views: 1231
First of all: Thank you both for replying to my question. And I was testing around with it. It really seems to be a problem with the terrain splitter. But I found out if I set the defaultVertexBlockSize to the same dimension as the heightmap, it would get only one Block and no problems :) I know tha...
- Tue Mar 16, 2004 11:22 am
- Forum: Advanced Help
- Topic: Problem with rendering ITerrainSceneNode
- Replies: 3
- Views: 1231
Problem with rendering ITerrainSceneNode
Hi there... I got an issue with ITerrainSceneNode. But first some debug data: using addTerrainSceneNode with a 128x128x24 uncompressed TGA as heightmap and a huge JPG as texturemap. stretchSize is (40,40) and maxHeight is 1024. I'm leaving defaultVertexBlockSize untouched, cause I dont't need it and...