Search found 8 matches

by WickedImp
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...
by WickedImp
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...
by WickedImp
Wed Sep 09, 2009 10:05 pm
Forum: Beginners Help
Topic: weird 3ds mesh problem
Replies: 9
Views: 1610

thx for the answers. will try the X format. is there any good exporter for 3d studio max?

as for the wheels, they are subnodes to my vehicle node just like the chassis. and now that I can use my meshes like I want I can start integrate ODE :D

good night, community
by WickedImp
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...
by WickedImp
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...
by WickedImp
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...
by WickedImp
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...
by WickedImp
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...