Search found 8 matches

by tchilrri
Sat Sep 18, 2004 9:56 pm
Forum: Beginners Help
Topic: How to implement figures as independently operating objects?
Replies: 16
Views: 1537

poop I forgot the tags. Sorry, once again. #include <irrlicht.h> #include <qthread.h> #include <qptrlist.h> #include <qdatetime.h> #include <qmutex.h> #include <stdlib.h> using namespace irr; #pragma comment(lib, "Irrlicht.lib") scene::ISceneManager* smgr; video::IVideoDriver* driver; Irrl...
by tchilrri
Sat Sep 18, 2004 9:28 pm
Forum: Beginners Help
Topic: How to implement figures as independently operating objects?
Replies: 16
Views: 1537

QThread is a class of the Qt library (for free on Linux) which does things in QThread::run() and can be started with QThread::start(). The MFC library of Win32 has CThread which basically does the same. You might also use the appropriate Win32 API-function but it's not comfortable to fulfil all the ...
by tchilrri
Tue Aug 17, 2004 11:26 pm
Forum: Beginners Help
Topic: How to implement figures as independently operating objects?
Replies: 16
Views: 1537

How to implement figures as independently operating objects?

The following approach implements independently operating game figures, each one in its own thread. I used the collision example for it. My question is: is that approach basically right or how should it be done? Note: I used the Qt library for some things. Sorry for not posting an URL, I don't have ...
by tchilrri
Tue Jul 27, 2004 6:22 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht CVS Petition
Replies: 38
Views: 24789

I have a 56K modem and it's very bad too always download the whole Irrlicht stuff again with every new version.
I just want to have the difference! Even when I miss to download a version and e.g. switch from 0.25 to 0.27.

That is why I vote for CVS! :!: 8)
by tchilrri
Wed Jun 30, 2004 5:50 am
Forum: Beginners Help
Topic: basic principle of animation?
Replies: 17
Views: 1172

Thanks Tyn, what do you think are good catchword for the dictionary concerning to this topic? Furthermore arras wrote: > And thats what x format store ...keyframes of joints. Engine like > Irrlicht than use this data to calculate position of model vertices > based on joints in diferent frames of ani...
by tchilrri
Tue Jun 29, 2004 8:51 am
Forum: Beginners Help
Topic: basic principle of animation?
Replies: 17
Views: 1172

Thanks a lot for your quite detailed explanation. So I understand my 'articular' is called a 'joint'. Your message helped me a lot to understand the basics. :)
by tchilrri
Mon Jun 28, 2004 6:55 pm
Forum: Beginners Help
Topic: basic principle of animation?
Replies: 17
Views: 1172

I thought I might be possible to load e.g. an animation file and create and instanciate an object of an Irrlicht class of it, and Irrlicht could be able to support more detailed animation controlling like accessing the articulars and move them or give them life somehow. How do you program for instan...
by tchilrri
Mon Jun 28, 2004 6:42 pm
Forum: Beginners Help
Topic: basic principle of animation?
Replies: 17
Views: 1172

basic principle of animation?

Hi, I saw in the demo applications that animated game figures are just loaded and started with a simple run command, means animation is predefined by the file created with an external program. But that sort of animation seems to me like it's beein very fixed and simple. I want to know if it's possib...