Search found 14 matches

by steveth45
Thu Apr 12, 2007 11:08 pm
Forum: Advanced Help
Topic: Making a scripting language for Irlicht?
Replies: 22
Views: 2448

Well, I finished my game for PyWeek. I made a binding for Irrlicht using Boost::Python and then wrote all the game code in Python. The main game loop and all the per-frame update methods are Python. There is no performance issue using the scripts to update every frame. Currently the speed bottleneck...
by steveth45
Sat Apr 07, 2007 10:43 am
Forum: Open Discussion and Dev Announcements
Topic: Scripting language choice
Replies: 29
Views: 7894

The problem with most of the bindings is that they are making a 1:1 binding, so you have to write the same exact function calls, but maybe you don't have to put a semi-colon at the end, because its a scripting language, or whatever. That makes no sense. A scripting language binding should simplify t...
by steveth45
Sat Apr 07, 2007 10:04 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 1.3 - Different topic :P
Replies: 14
Views: 1611

I use 1.3 because of the great B3D support: animations with weighted vertices look a heck of a lot better than without.
by steveth45
Sat Apr 07, 2007 7:09 am
Forum: Advanced Help
Topic: why doesnt createPointEmitter(); work
Replies: 5
Views: 578

OK, I looked at the engine code, specifically CParticlePointEmitter.cpp, and it looks like it was designed to emit a single particle. This is what the documentation says about the createPointEmitter function: "minParticlesPerSecond,: Minimal amount of particles emitted per second." Well, t...
by steveth45
Sat Apr 07, 2007 6:49 am
Forum: Advanced Help
Topic: why doesnt createPointEmitter(); work
Replies: 5
Views: 578

Yep, the box emitter sure does work. What would be nice is if the point emitter actually worked, too. As far as I can tell, it doesn't.
by steveth45
Tue Apr 03, 2007 2:14 am
Forum: Off-topic
Topic: Linux IDE's suck!!
Replies: 56
Views: 4832

For what its worth, I use a nightly build of Code::Blocks with OpenSUSE 10.2 at home, and I'm quite pleased with the programming experience. Sure, its no Visual Studio, but it has some things, like a profiler that works amazingly well. With C::B, you can do normal VS style projects and skip the whol...
by steveth45
Mon Apr 02, 2007 10:23 pm
Forum: Advanced Help
Topic: Making a scripting language for Irlicht?
Replies: 22
Views: 2448

Python is ugly? Heres a chunk of C++ from ISceneNode.h: core::list<ISceneNodeAnimator*>::Iterator ait = Animators.begin(); for (; ait != Animators.end(); ++ait) (*ait)->drop(); Here would be the equivalent code in Python: for anim in Animators: anim.drop() Which one is uglier?
by steveth45
Mon Apr 02, 2007 7:45 am
Forum: Advanced Help
Topic: Making a scripting language for Irlicht?
Replies: 22
Views: 2448

Actually, I've making a simple Python binding of some core Irrlicht functionality using Boost::Python. Now that the binding is in place, all I have to do is hit ctrl-s in the text editor and then run the program. Sure, it has to "compile" the Python to byte code, but that usually takes a t...
by steveth45
Mon Apr 02, 2007 6:49 am
Forum: Advanced Help
Topic: Custom Scene Node problem
Replies: 3
Views: 559

Fixed

Whoops! This scene node works fine, actually. I wasn't setting the position correctly, so they were indeed all overlapping. It's actually working fine. I've been coding for the last 10 hours straight for a competition, and so I'm prone to making small mistakes. Thanks for looking at it though.
by steveth45
Mon Apr 02, 2007 5:40 am
Forum: Advanced Help
Topic: Custom Scene Node problem
Replies: 3
Views: 559

Custom Scene Node problem

I made a working custom scene node that is essentially a textured square panel. When I make one, it works fine, when I make more than one, I only see one. I made sure, each time I create a new one, I pass in a unique id number. Any ideas? Here's the code. class CFloorSceneNode : public scene::IScene...
by steveth45
Fri Feb 09, 2007 8:43 am
Forum: Off-topic
Topic: Post removed.
Replies: 76
Views: 12139

openSUSE

I switched over to Windows land from Linux land a few years ago, because I wanted to learn programming in Windows so I could get a decent job. Now that I have the decent job, I'm back with Linux, and I have to say, its 20 times better than it was a few years ago. It is much more powerful than Window...
by steveth45
Tue Mar 21, 2006 7:46 pm
Forum: Beginners Help
Topic: Animated Milkshape 3D model acting strangely.
Replies: 6
Views: 536

Lighting on animated models fixed.

Thanks bear, The normals are loaded fine. What happens is that they were not getting transformed along with the animated joints--it happens with .x files too. I found a patch to the engine that adds this missing feature on this webpage: http://parsys.informatik.uni-oldenburg.de/~hybrid/irrlicht/ . T...
by steveth45
Fri Mar 03, 2006 5:35 am
Forum: Beginners Help
Topic: Animated Milkshape 3D model acting strangely.
Replies: 6
Views: 536

answers

To answer some of my questions: The importing of MS3D models is buggy and incomplete in Irrlicht right now. The animation is messed up and the model is a mirror image of what its supposed to be. I was able to export a .x file and loading the .x file took care of those two problems. However, the issu...
by steveth45
Fri Mar 03, 2006 2:52 am
Forum: Beginners Help
Topic: Animated Milkshape 3D model acting strangely.
Replies: 6
Views: 536

Animated Milkshape 3D model acting strangely.

I made an animated model in Milkshape 3D, the latest version and loaded it into Irrlicht by replacing some text in the Hello World tutorial. I have some questions: 1. A six-frame animation became 208 frames when loaded by Irrlicht, is there any way to calculate exactly which frame counts represent t...