Search found 37 matches

by Kaeles
Wed Jun 01, 2011 2:16 pm
Forum: Project Announcements
Topic: Steering Library with Irrlicht Demo
Replies: 3
Views: 1427

Yea, this is just the very first release. I'm working on a few things right at the moment for this. I'm adding a fluent interface for both the simple steering behavior and the modular behavior. The next "big step" will be defining an API that allows you to create a custom summing/priority ...
by Kaeles
Sat May 28, 2011 4:50 pm
Forum: Project Announcements
Topic: Steering Library with Irrlicht Demo
Replies: 3
Views: 1427

Steering Library with Irrlicht Demo

I've written a "copy"-ish of opensteer. I didn't care for the coding style they were using, and am trying to stick with a much cleaner code system with pluggable behaviors and summation systems and etc. This is still in a very new stage, but I'm open to criticisms and ideas, I still have t...
by Kaeles
Thu May 28, 2009 12:21 am
Forum: Game Programming
Topic: Sinus and Cosinus in games - help a guy?
Replies: 12
Views: 3865

Basically, whats its doing is changing the amount that the player moves on the X and Z axis due to its rotation. So, if you were standing on a clock, looking at the 12 oclock mark (90 degrees or pi/2 radians) , then sin is going to give you 1 and cos 0, so in that example, so, on the x axis your goi...
by Kaeles
Tue Jul 01, 2008 8:30 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102348

What you could do to try and fix the bad walking of waypoints is to do some sort of flood fill on the map that you are working on, so that it has waypoints all over it.
by Kaeles
Sat Feb 16, 2008 10:52 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102348

IrrAI

Hey! I was thinking about doing something along these lines awhile back. (A generic AI type engine for irrlicht). Anyways, I'm gonna try and read over the source code today or tomorrow, and see if there is anything I can add. I will look into trying to make an algorithmic pathnode creator (i.e. you ...
by Kaeles
Fri Nov 09, 2007 1:42 pm
Forum: Project Announcements
Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
Replies: 338
Views: 116486

fps

on my x2 2.5ghz with 2gb ddr2-866 and 7600gt i get

50fps on opengl windowed, 70 fps on DX windowed

and about 550 on both in fullscreen....

why the big jump from windowed to fullscreen i wonder?
by Kaeles
Sun Jul 16, 2006 11:39 am
Forum: Project Announcements
Topic: OpenAL# - OpenAL Wrapper
Replies: 11
Views: 1541

OOOH OPENAL

I thought it said open a i.
as in artificial intelligence... damn.
by Kaeles
Thu Feb 16, 2006 12:41 am
Forum: Advanced Help
Topic: Re. Creating an array of mesh nodes is it possible
Replies: 18
Views: 1214

I used an array to make my random wandering zombie code. just say like ... IAnimatedMeshSceneNode nodeArray[100]; IAnimatedMesh = smgr->getMesh("zombie.ms3d"); for (int i =0; i < 100; i++) { nodeArray[i] = smgr->addAnimatedMeshSceneNode(mesh); nodeArray[i]->setPosition((0.0f + rand()%100) ...
by Kaeles
Sat Jun 04, 2005 8:29 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: trouble with terrainrenderer/triangleselector? read this!
Replies: 0
Views: 958

trouble with terrainrenderer/triangleselector? read this!

If you scale the terrain using the built in terrainrenderer, when the mesh is created, the scaleing isnt taken into consideration comparing the vertex count with the amount of pixels in the bitmap.... basically, its always going to have the same number of triangles/pixels in bitmap, SOOOOO this mean...
by Kaeles
Mon Mar 28, 2005 11:18 pm
Forum: Project Announcements
Topic: Arcaia - MMO(small scale)
Replies: 1
Views: 1784

I just put forums up today.
I have been lazy.

lol.

Anyways, more news to come.
by Kaeles
Mon Mar 28, 2005 3:31 pm
Forum: Project Announcements
Topic: Arcaia - MMO(small scale)
Replies: 1
Views: 1784

Arcaia - MMO(small scale)

I've started the core design for an mmorpg (small scale) that im working on. It will be cool. i promise. hahahah Im sleepy. I just got off work, and now its time for class. WEEEE. Anyways, check out the website. its in my sig. i think. Ill announce more when i actually have a working demo, atm, i ju...
by Kaeles
Tue Mar 08, 2005 6:17 pm
Forum: Beginners Help
Topic: My app runs to fast!
Replies: 9
Views: 623

instead of implementing all your movement and such according to the framerate you might want to try doing it independent of framerate.... such as... moveforward() { timefactor = currenttime - starttime; setposition = movevector* timefactor; } something like that, so that no matter what fps you get, ...
by Kaeles
Fri Mar 04, 2005 3:21 am
Forum: Beginners Help
Topic: invisible mesh
Replies: 2
Views: 557

if your wanting to make the mesh actually there, but invisible (like a window say) then apply a texture with an alpha transparency,
else just load the mesh into the IAnimatedMesh and dont set it to a scenenode.

hope that helps .
by Kaeles
Thu Mar 03, 2005 6:45 pm
Forum: Advanced Help
Topic: Retrieving a Mesh
Replies: 2
Views: 358

IAnimatedSceneNode->getMesh(0);
returns the first mesh in the node.
or should.
by Kaeles
Wed Mar 02, 2005 4:31 pm
Forum: Beginners Help
Topic: How to play animation without looping?
Replies: 9
Views: 788

why not just make a new int outside like startframe = -1; endframe = "whatever frame it stops on " say 100 like niko does with the FPS counter in many examples increment inside the main loop, and just call the if(startframe < endframe) setframeloop(frame) startframe ++; then you could rese...