Search found 12 matches
- Thu Jul 06, 2006 11:57 pm
- Forum: Beginners Help
- Topic: Tutorials for VB.NET Users | complete C++ newbies
- Replies: 4
- Views: 349
Yeah, about the best thing that you could hope to do would be to learn C or C++, as that's the language Irrlicht is originally designed for, as well as the fact that it will allow you to do cross-platform programs. If you really want to use VB.net to make a game, C++ really isn't so much different f...
- Tue Mar 21, 2006 1:20 am
- Forum: Off-topic
- Topic: The Elder Scrolls IV: Oblivion
- Replies: 16
- Views: 1626
- Mon Mar 20, 2006 5:54 pm
- Forum: Off-topic
- Topic: Questions about mapping!
- Replies: 16
- Views: 1255
- Mon Mar 20, 2006 5:47 pm
- Forum: Off-topic
- Topic: The Elder Scrolls IV: Oblivion
- Replies: 16
- Views: 1626
- Mon Mar 20, 2006 5:46 pm
- Forum: Off-topic
- Topic: Tile-Based Movement Determination (note: no code provided)
- Replies: 2
- Views: 395
- Fri Mar 17, 2006 3:45 pm
- Forum: Off-topic
- Topic: The Elder Scrolls IV: Oblivion
- Replies: 16
- Views: 1626
Although I do believe the game is going to be excitingly beautiful, and I do have the Collector's Edition on Pre-order through EB Games (woohoo! :D), I try not to let myself get hyped about upcoming games (AOE 3 and Oblivion are exceptions to some degree, and AOE 3 delivered. Collectors Edition for ...
- Fri Mar 17, 2006 3:40 pm
- Forum: Off-topic
- Topic: Tile-Based Movement Determination (note: no code provided)
- Replies: 2
- Views: 395
Tile-Based Movement Determination (note: no code provided)
Say you're creating a game like Fire Emblem, but you dont know how to determine what squares a player can and can't move to based on their position and their speed. This should help Lets say that we have a 5x5 tile map, and the player can move up to 2 squares per turn. Map: 0 [ ][ ][ ][ ][ ] 1 [ ][ ...
- Wed Mar 15, 2006 5:12 pm
- Forum: Beginners Help
- Topic: string class
- Replies: 13
- Views: 477
- Thu Feb 16, 2006 5:55 pm
- Forum: Beginners Help
- Topic: Multiple streams/sounds with Audiere
- Replies: 6
- Views: 637
- Thu Feb 16, 2006 5:45 pm
- Forum: Beginners Help
- Topic: Head Shot!!!
- Replies: 5
- Views: 427
You could also use bones, and then insert simple invisble boxes in paces like the head bone. Then you simply check for colision with any of these boxes. Yeah, that would possibly work, having it set up with the joint for the head as well so that you can have the head move and the collision box stay...
- Mon Feb 06, 2006 6:10 pm
- Forum: Beginners Help
- Topic: Sugestions on bsp level editors?
- Replies: 16
- Views: 823