Search found 14 matches
- Thu Apr 12, 2007 11:08 pm
- Forum: Advanced Help
- Topic: Making a scripting language for Irlicht?
- Replies: 22
- Views: 3573
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 ...
- Sat Apr 07, 2007 10:43 am
- Forum: Open Discussion and Dev Announcements
- Topic: Scripting language choice
- Replies: 29
- Views: 9823
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 ...
- Sat Apr 07, 2007 10:04 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 1.3 - Different topic :P
- Replies: 14
- Views: 2310
- Sat Apr 07, 2007 7:09 am
- Forum: Advanced Help
- Topic: why doesnt createPointEmitter(); work
- Replies: 5
- Views: 713
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, that isn't ...
- Sat Apr 07, 2007 6:49 am
- Forum: Advanced Help
- Topic: why doesnt createPointEmitter(); work
- Replies: 5
- Views: 713
- Tue Apr 03, 2007 2:14 am
- Forum: Off-topic
- Topic: Linux IDE's suck!!
- Replies: 56
- Views: 7217
- Mon Apr 02, 2007 10:23 pm
- Forum: Advanced Help
- Topic: Making a scripting language for Irlicht?
- Replies: 22
- Views: 3573
- Mon Apr 02, 2007 7:45 am
- Forum: Advanced Help
- Topic: Making a scripting language for Irlicht?
- Replies: 22
- Views: 3573
- Mon Apr 02, 2007 6:49 am
- Forum: Advanced Help
- Topic: Custom Scene Node problem
- Replies: 3
- Views: 670
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.
- Mon Apr 02, 2007 5:40 am
- Forum: Advanced Help
- Topic: Custom Scene Node problem
- Replies: 3
- Views: 670
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 ...
class CFloorSceneNode : public scene ...
- Fri Feb 09, 2007 8:43 am
- Forum: Off-topic
- Topic: Post removed.
- Replies: 76
- Views: 16703
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 ...
- Tue Mar 21, 2006 7:46 pm
- Forum: Beginners Help
- Topic: Animated Milkshape 3D model acting strangely.
- Replies: 6
- Views: 706
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 ...
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 ...
- Fri Mar 03, 2006 5:35 am
- Forum: Beginners Help
- Topic: Animated Milkshape 3D model acting strangely.
- Replies: 6
- Views: 706
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 ...
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 ...
- Fri Mar 03, 2006 2:52 am
- Forum: Beginners Help
- Topic: Animated Milkshape 3D model acting strangely.
- Replies: 6
- Views: 706
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 ...
1. A six-frame animation became 208 frames when loaded by Irrlicht, is there any way to calculate exactly which frame counts represent ...