Search found 80 matches

by lug
Thu Dec 28, 2006 6:09 pm
Forum: Project Announcements
Topic: ATMOsphere
Replies: 145
Views: 95542

Pazystamo or anyone else interested, I've tidy up the code a bit. I've moved each classes into their own .h and .cpp files. Also, made font easier to read, removed borders, removed unneccessary includes, etc. I figure I'll share this for anyone who wants to try it with irrlicht v1.2. Download: http:...
by lug
Thu Dec 28, 2006 5:16 pm
Forum: Project Announcements
Topic: Tiled terrain scene node
Replies: 60
Views: 23610

arras -- I got it to work with std::vector instead of core::array. Sorry, I should try something out first before making a suggestion like that. :cry: Anyway, I replaced these two lines in TlMeshBuffer.h: const u32 IDsize = size; u16 vertexID[IDsize][IDsize][4]; with this via "#include <vector>...
by lug
Thu Dec 28, 2006 3:00 pm
Forum: Project Announcements
Topic: Tiled terrain scene node
Replies: 60
Views: 23610

VS 2005 VC++ compiler still doesn't like your use of const variable. It's the same line. I'm getting a C2057 for u16 vertexID[IDsize][IDsize][4]; which was declared as follows: const u32 IDsize = size; in TIMeshBuffer's constructor. Here's the MSDN writeup for C2057: The following sample generates C...
by lug
Thu Dec 28, 2006 3:52 am
Forum: Beginners Help
Topic: MD2 animation problem
Replies: 6
Views: 742

by lug
Thu Dec 28, 2006 3:43 am
Forum: Project Announcements
Topic: Tiled terrain scene node
Replies: 60
Views: 23610

arras, I'm getting compile errors on this line (line 53): TlMeshBuffer.h: ... // vertex ID later used to fill indice array u16 vertexID[size][size][4]; ... It said error C2540: non-constant expression as array bound. It doesn't like using "size" as array indice since "size" is de...
by lug
Thu Dec 28, 2006 12:22 am
Forum: Code Snippets
Topic: Smooth mixed 1st + 3rd Person Camera Scene Node (for RPG)
Replies: 158
Views: 57786

xterminhate -- I hope you don't mind. I've updated your source files for your cam v8 to work with v1.2 of irrlicht.

Download:

http://www.megaupload.com/?d=09RQ53DM
by lug
Tue Dec 26, 2006 6:33 pm
Forum: Project Announcements
Topic: irrXbox360Controller
Replies: 12
Views: 32968

irrXbox360Controller

http://i59.photobucket.com/albums/g319/lug_irr/irrXbox360Controller/simplecontrollertest.jpg I've spent like a day on this. The picture above is from the simple test program based on the DirectX December SDK example of the same name. Of course, it's running inside irrlicht. :) Here's what the examp...
by lug
Mon Dec 18, 2006 11:46 pm
Forum: Off-topic
Topic: December 2006 DirectX SDK now available
Replies: 6
Views: 507

Here's a feature list of DX10: Fixed pipelines[2] are being done away with in favor of fully programmable pipelines (often referred to as unified pipeline architecture), which can be programmed to emulate the same. Paging of graphics memory, to allow data to be loaded to Video RAM when needed and mo...
by lug
Mon Dec 18, 2006 11:31 pm
Forum: Off-topic
Topic: December 2006 DirectX SDK now available
Replies: 6
Views: 507

When in the context of Irrlicht, it doesn't matter if DX10 is 10x faster than DX9. Irrlicht doesn't even use the features of DX9 that are there for performance. Because of this, most applications written using Irrlicht are going to be CPU bound. Travis Wow, I didn't know about that aspect of irrlic...
by lug
Mon Dec 18, 2006 3:54 pm
Forum: Off-topic
Topic: December 2006 DirectX SDK now available
Replies: 6
Views: 507

December 2006 DirectX SDK now available

This one contains the first official release (non-beta) of DirectX 10! Now we just need an irrlicht version that supports it, vista, and DX10 card like nVidia 8800 series. I'm so excited! :D http://www.microsoft.com/downloads/details.aspx?FamilyId=05DA7623-F2F9-4F57-91AA-6DB27FB8305F&displaylang...
by lug
Fri Dec 08, 2006 12:32 am
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 172906

Thanks, Klasker! I'm going to try it out when I get home from work! I don't remember but does it play well with physics? Like say using newton to simulate wind and deforming parts of the tree, breaking branches, knocking off leaves, seeing leaves fall off tree, etc all realistically through physics?...
by lug
Fri Dec 01, 2006 9:25 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: How to build Irrlicht for Windows x64 (64-bit) in 6 steps
Replies: 5
Views: 9652

I've just uploaded a x64 DLL and LIB pack built via the instruction above for anyone to use/compare with their own version. Please note this is an unofficial build of the official v1.2 build of irrlicht. So, use at your own risk. The official Irrlicht release currently (1.2) does not contain any .dl...
by lug
Fri Dec 01, 2006 8:48 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: How to build Irrlicht for Windows x64 (64-bit) in 6 steps
Replies: 5
Views: 9652

I've updated the OP to include how to build Irrlicht .NET for x64 platform.
by lug
Wed Nov 29, 2006 11:13 pm
Forum: Code Snippets
Topic: How make a simply Skill System for IrrWizard
Replies: 1
Views: 3587

Re: How make a simply Skill System for IrrWizard

//get values char* GetSkillName(); int GetSkillID(); int GetSkillType(); int GetSkillValue(); That's pretty cool. I would recommend making the above get values inline since they're really small in the .h file: inline int GetSkillValue() { return skillvalue; }; I'm currently playing morrowind on xbo...
by lug
Fri Nov 24, 2006 11:44 pm
Forum: Project Announcements
Topic: irrDemoBrowser
Replies: 5
Views: 1276

The "Maximize Active View" is now functional. default customize options: http://i59.photobucket.com/albums/g319/lug_irr/irrDemoBrowser/customize_default.jpg screen resolution dropdown (code stolen from my irrPreSettings program :wink: ): http://i59.photobucket.com/albums/g319/lug_irr/irrDe...