Thanks for the reply.
I have got my elipsoid to be the correct size (i think) i am now looking to adjust the offset value for the collision response animator. This used to be a vector3df value, but is now just a float value, so i am trying to find out how that value works so I can put in one to ...
Search found 16 matches
- Wed Mar 16, 2005 3:24 pm
- Forum: Beginners Help
- Topic: Collision detection
- Replies: 3
- Views: 544
- Wed Mar 16, 2005 1:41 pm
- Forum: Beginners Help
- Topic: Collision detection
- Replies: 3
- Views: 544
Collision detection
Hi all.
I am currently trying to implement collision detection and gravity on a 3rd person model. I have managed to get things to work mostly, but my characters feet are sunk slightly into the floor.
I reviewed some old posts and think i have found a discrepancy between old versions and new of ...
I am currently trying to implement collision detection and gravity on a 3rd person model. I have managed to get things to work mostly, but my characters feet are sunk slightly into the floor.
I reviewed some old posts and think i have found a discrepancy between old versions and new of ...
- Mon Mar 07, 2005 9:17 am
- Forum: Beginners Help
- Topic: Irrlicht.NET EventReceivers
- Replies: 12
- Views: 1852
Thanks!
Fingers,
Thanks for the reply. Once I get home I will give the two suggestions a try, and post back on the forum with how it went. Thanks also for the post link for event handling...I did do a search, but did not come across that page.
Regards,
Gezmo
Thanks for the reply. Once I get home I will give the two suggestions a try, and post back on the forum with how it went. Thanks also for the post link for event handling...I did do a search, but did not come across that page.
Regards,
Gezmo
- Sun Mar 06, 2005 1:34 pm
- Forum: Beginners Help
- Topic: Irrlicht.NET EventReceivers
- Replies: 12
- Views: 1852
Irrlicht.NET EventReceivers
Hi all.
I am trying to implement the .NET functionality in some classes, and have hit a stumbling block (-well edit: <strike>two</strike>three /edit actually :wink: )
1) GUI entities in .NET . I am assuming that these haven't been implemented yet, so short of coding them myself (not feasible in ...
I am trying to implement the .NET functionality in some classes, and have hit a stumbling block (-well edit: <strike>two</strike>three /edit actually :wink: )
1) GUI entities in .NET . I am assuming that these haven't been implemented yet, so short of coding them myself (not feasible in ...
- Fri Mar 04, 2005 8:37 pm
- Forum: Beginners Help
- Topic: Trying to load a Quake 3 map using vb.NET..
- Replies: 1
- Views: 384
A Noob replies...
Hi there.
I have a response for this query, but this may not be the optimum method for achieving the loading of a level...I am a noob, but have tried to investigate this for myself.
I too found that there seems to be no way of adding a filesystem with Irrlicht.NET yet, so i tried to adapt the ...
I have a response for this query, but this may not be the optimum method for achieving the loading of a level...I am a noob, but have tried to investigate this for myself.
I too found that there seems to be no way of adding a filesystem with Irrlicht.NET yet, so i tried to adapt the ...
- Sat Feb 19, 2005 1:40 pm
- Forum: Beginners Help
- Topic: A Player Class
- Replies: 7
- Views: 1375
A Player Class
Hi all.
A quick (I hope!) question regarding a player class for a game:
I want to define a player as a collection of related data eg. a mesh, player name details etc.
I would also use this class to refer to a particular onscreen model eg to change its animation .
class Player
{
public:
Player ...
A quick (I hope!) question regarding a player class for a game:
I want to define a player as a collection of related data eg. a mesh, player name details etc.
I would also use this class to refer to a particular onscreen model eg to change its animation .
class Player
{
public:
Player ...
- Thu Feb 03, 2005 9:02 pm
- Forum: Beginners Help
- Topic: Irrlicht Character Models
- Replies: 0
- Views: 337
Irrlicht Character Models
Hi all.
If I wanted to run an animated character model in Irrlicht, which format would be the optimum one to use for visual effect -- eg a model that would show off Irrlicht? Whilst the quake3 maps can be stunning, the quake2 models are not so stunning :wink:
I am working on a networked 3d first ...
If I wanted to run an animated character model in Irrlicht, which format would be the optimum one to use for visual effect -- eg a model that would show off Irrlicht? Whilst the quake3 maps can be stunning, the quake2 models are not so stunning :wink:
I am working on a networked 3d first ...
- Tue Jul 20, 2004 8:11 pm
- Forum: Beginners Help
- Topic: The latest word on shadows...
- Replies: 3
- Views: 501
PS
The Irrlicht console tells me that when I use Direct X that stencil buffer shadows are not supported by the device, and yet I get them, albeit rather poorly drawn, in Open GL.
Ta
Gezmo P
Ta
Gezmo P
- Tue Jul 20, 2004 7:57 pm
- Forum: Beginners Help
- Topic: The latest word on shadows...
- Replies: 3
- Views: 501
The latest word on shadows...
Hi!
You're all probably sick to death of being asked about shadows, but I have some more questions.
Yes I have made a search on the forums for shadows. Here is a summary of what I have found:
Sometimes they work in windowed mode, sometimes in fullscreen. Sometimes you have to set the bit size of ...
You're all probably sick to death of being asked about shadows, but I have some more questions.
Yes I have made a search on the forums for shadows. Here is a summary of what I have found:
Sometimes they work in windowed mode, sometimes in fullscreen. Sometimes you have to set the bit size of ...
- Fri Jul 16, 2004 3:51 pm
- Forum: Beginners Help
- Topic: engines people use like irrlicht
- Replies: 11
- Views: 1764
I am using MSVC 6
I followed all the instructions on the OGRE site, got the STLport and 3rd party dependencies, but guess I must have screwed up somewhere along the line. I have a feeling it might be with the settings I needed to change in Visual Studio 6. I hate that thing!
I might also need Service Pack 3 for ...
I might also need Service Pack 3 for ...
- Fri Jul 16, 2004 2:11 pm
- Forum: Beginners Help
- Topic: engines people use like irrlicht
- Replies: 11
- Views: 1764
engines people use like irrlicht
Hello.
I am doing an MSc Project and have had the spec of the project changed.
Before, I was building a simple networked firstperson maze game.
This has now become a comparison of two open source graphics engines, one of which being Irrlicht, as I got to know it from my initial work.
My problem ...
I am doing an MSc Project and have had the spec of the project changed.
Before, I was building a simple networked firstperson maze game.
This has now become a comparison of two open source graphics engines, one of which being Irrlicht, as I got to know it from my initial work.
My problem ...
- Sun Jul 04, 2004 2:58 pm
- Forum: Beginners Help
- Topic: Lighting homemade maps
- Replies: 1
- Views: 438
Lighting homemade maps
Hi all.
I am getting around to designing and building my own Q3 levels using Qradiant. (Do not worry, no commercial plans for me :) )
My question is this:
As far as I can tell there are two ways to light my levels:
1) Include light entities in the design of the map, and compile the whole thing ...
I am getting around to designing and building my own Q3 levels using Qradiant. (Do not worry, no commercial plans for me :) )
My question is this:
As far as I can tell there are two ways to light my levels:
1) Include light entities in the design of the map, and compile the whole thing ...
- Wed Jun 30, 2004 3:39 pm
- Forum: Advanced Help
- Topic: Sky Boxes
- Replies: 2
- Views: 574
Thanks!
Thank you muchly!
- Wed Jun 30, 2004 10:48 am
- Forum: Advanced Help
- Topic: Sky Boxes
- Replies: 2
- Views: 574
Sky Boxes
Hello All.
I was reading through previous posts regarding skyboxes in Irrlicht, and managed to implement one. However, I was keen to optimise it (it displays seams and looks a bit naff)
A previous post http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=2349
mentions setting a texture flag to ...
I was reading through previous posts regarding skyboxes in Irrlicht, and managed to implement one. However, I was keen to optimise it (it displays seams and looks a bit naff)
A previous post http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=2349
mentions setting a texture flag to ...
- Wed May 19, 2004 7:20 am
- Forum: Off-topic
- Topic: Loading quake 3 maps...
- Replies: 3
- Views: 1167
Thanks
As saturday is my "work on project" day, I will try the above things out then.
Thanks for the replies.
Puh: sorry about not using the search. I post on a message board site, and their search is non-functioning, so I tend to forget about it in other places too. :D Thank you for including some of the ...
Thanks for the replies.
Puh: sorry about not using the search. I post on a message board site, and their search is non-functioning, so I tend to forget about it in other places too. :D Thank you for including some of the ...