Its good you are making suggestions to help with the improvement of Irrlicht. If you search though, I think some of these have already been suggested...
Have you seen in the "Project Announcements" forum? The FPS screenshots look amazing.
Phreak
Search found 25 matches
- Fri May 28, 2004 1:14 am
- Forum: Beginners Help
- Topic: Some sugestions
- Replies: 3
- Views: 382
- Sat May 22, 2004 10:16 am
- Forum: Beginners Help
- Topic: DirectX8 end scene failed
- Replies: 1
- Views: 263
DirectX8 end scene failed
Howdy all, Anyone know why this is happening? Since I started programming with Irrlicht, my video card is becoming a bit, crappy. I think its because I'm not deleting what I need to. When I run what I have with Irrlicht, its fine, and I exit it using Alt + F4. Is this not the right way to exit it? W...
- Sat May 22, 2004 2:04 am
- Forum: Project Announcements
- Topic: Modeller?
- Replies: 4
- Views: 2370
Modeller?
Howdy all, I'm not sure if this is the right place, but I'll ask anyway. I plan on creating an isometric view 3D game, set in the 18th century. My basic idea of the game is a sort of, wizards, vampires etc.. I'd like to have the player start off as a vampire, but theres a problem. When your 15 years...
- Tue May 18, 2004 12:59 pm
- Forum: Off-topic
- Topic: Good looking site!
- Replies: 6
- Views: 1220
- Tue May 18, 2004 12:56 pm
- Forum: Project Announcements
- Topic: Early screenshots of my first person shooter
- Replies: 86
- Views: 74379
It looks like its a Word War II FPS, or some sort of war FPS. Hopefully some of these may be ok (depending on your story line): Approach with Caution (AwC for short :P) True Landing Armed and Ready (AnR for short :P) The Reinforcements Enemy at the Beach (?) And If its just a game of random wars you...
- Tue May 18, 2004 12:36 pm
- Forum: Beginners Help
- Topic: C++
- Replies: 33
- Views: 1723
- Tue May 18, 2004 2:26 am
- Forum: Off-topic
- Topic: Loading quake 3 maps...
- Replies: 3
- Views: 900
- Tue May 18, 2004 2:24 am
- Forum: Off-topic
- Topic: Good looking site!
- Replies: 6
- Views: 1220
- Tue May 18, 2004 2:20 am
- Forum: Beginners Help
- Topic: C++
- Replies: 33
- Views: 1723
I don't think stdin.h is a valid header file. What you want is stdioh, which has printf defined in it.Code: Select all
#include <stdin.h> main() { printf("Hello World\n"); }
Phreak
- Tue May 18, 2004 2:18 am
- Forum: Project Announcements
- Topic: Early screenshots of my first person shooter
- Replies: 86
- Views: 74379
Firstly, you would want to set the weapon model as a child of the camera. camera->addChild(weaponNode); Secondly, where the position of the weapon is depends on where the modeller of the weapon created the model. If you know about modelling, you know that they can be made at any position on the 3 pl...
- Mon May 17, 2004 11:21 am
- Forum: Advanced Help
- Topic: setRotation question
- Replies: 13
- Views: 1490
- Sun May 16, 2004 12:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: TechDemo
- Replies: 4
- Views: 656
- Sun May 16, 2004 12:32 pm
- Forum: Off-topic
- Topic: How to use classes
- Replies: 5
- Views: 1071
- Sun May 16, 2004 12:26 pm
- Forum: Advanced Help
- Topic: setRotation question
- Replies: 13
- Views: 1490
Sorry about this, but I'm still having problems. The code works fine: core::vector3df CGame::rotateToFace( core::position2d<f32> nodebase, core::position2d<f32> target) { // This function takes two positions, then works out the angle between node and // target ( or the needed rotation for node to fa...
- Sun May 16, 2004 11:36 am
- Forum: Beginners Help
- Topic: Loading Zones
- Replies: 3
- Views: 897
You could try setting 2D waypoints around the portal. core::position2d<f32> points[2]; points[0].X = first_x_coordinate; points[0].Y = first_y_coordinate; points[1].X = second_x_coordinate; points[1].Y = second_y_coordinate; You can use them by placing this in the game loop: core::position2d<f32> wh...