Search found 56 matches

by brcolow
Tue Aug 11, 2009 9:11 pm
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 21675

Geforce 7800 GT, ~720 FPS. Fantastic man!
by brcolow
Wed Aug 05, 2009 6:14 am
Forum: Competition Time!
Topic: August 2009 Screenshot of the Month [Winner announced!]
Replies: 66
Views: 32326

Looks really cool B@z, I really like the second one.
by brcolow
Mon Aug 03, 2009 3:51 am
Forum: Game Programming
Topic: Cutscenes
Replies: 8
Views: 3098

I'd go with an Ogg Theora player personally, but that's just my two cents.
by brcolow
Mon Aug 03, 2009 3:49 am
Forum: Project Announcements
Topic: [Help Wanted]K3RNEL - Kingdoms & 3 Races: Nus El Lor
Replies: 10
Views: 2660

Let him do as he pleases - just because all have failed before him doesn't mean he will. Encouragement is what people need, not criticism. Even if he does fail - it will be a great learning experience. Good luck, TaMonKein and keep us posted with progress sir!
by brcolow
Mon Jul 27, 2009 10:04 pm
Forum: Project Announcements
Topic: IrrMaple
Replies: 60
Views: 16834

Just wanted to quickly jump in and say I really love this project and think you're doing a fantastic job! Keep up the good work sir.
by brcolow
Wed Jul 22, 2009 12:16 am
Forum: Project Announcements
Topic: (non Paid Project until game is released)Irrlicht programmer
Replies: 28
Views: 5694

Image
by brcolow
Tue Jul 14, 2009 5:23 am
Forum: Project Announcements
Topic: the Platoon : sketches
Replies: 15
Views: 6320

Loadtime (from generated file): 2587

max fps: 293

avg. fps: 200

Well done!
by brcolow
Wed Jun 01, 2005 10:05 am
Forum: Project Announcements
Topic: Early screenshots of my first person shooter
Replies: 86
Views: 76021

Quite an excellent memory, Bal!

The screenshot is actually still hosted on the Irrlicht server:

http://irrlicht.sourceforge.net/images/sotw/069.jpg

Even though its over a year old I haven't seen anything quite this professional done in Irrlicht yet.
by brcolow
Sat May 21, 2005 5:10 am
Forum: Off-topic
Topic: For all you guys that get your feelings hurt
Replies: 26
Views: 3122

Mr. Firefox...who may that be? 8)
by brcolow
Thu Apr 21, 2005 4:48 am
Forum: Beginners Help
Topic: polygons
Replies: 16
Views: 1552

lmfao...

dude do you work for mozilla?

what kind of wierdo willingly advertises for companies everyone knows about and doesn't like?

let me guess... you think you are more secure using fire fox right? lmfao

So, because someone has a AIM screen-name in their signature, they MUST work for AOL ...
by brcolow
Fri Apr 15, 2005 6:04 am
Forum: Project Announcements
Topic: New Water For IRRLICHT Works Good
Replies: 52
Views: 8729

Just to note, your missing an "n" at the end of ennen.
by brcolow
Thu Apr 14, 2005 10:19 pm
Forum: Project Announcements
Topic: New Water For IRRLICHT Works Good
Replies: 52
Views: 8729

Katoun, you can send it to me at mike.ennen[AT]gmail[DOT]com

:)
by brcolow
Thu Apr 14, 2005 7:34 am
Forum: Project Announcements
Topic: New Water For IRRLICHT Works Good
Replies: 52
Views: 8729

Katoun, I am interested in seeing a binary example of your work, can you provide one (or can you, Alvaro)? I will be taking a look at the code, and seeing how it was done and possibly (if I can) make some improvements. I also want to add refraction/reflection shaders for the water, possibly as bools ...
by brcolow
Tue Mar 01, 2005 3:04 pm
Forum: Beginners Help
Topic: How to play animation without looping?
Replies: 9
Views: 978

Basically you want to loop it once, correct? Then you can do this:

for (int i = 0; weaponNode->getFrameNr() < weaponNode->TotalFrames(); i++)
{
weaponNode->setCurrentFrame(i);
}

TotalFrames isn't a real function in Irrlicht, I'm too lazy to look at the docs, but there you go :)
by brcolow
Sun Jan 23, 2005 8:21 am
Forum: Beginners Help
Topic: stopping an animation loop
Replies: 3
Views: 591

What he means is, create a while loop that checks what the current frame of the animation is and if it is greater than the last frame, it will stop animating, hence, playing once. Now my suggestion is to do this:


IAnimatedMeshSceneNode* mesh;

for (int i = 0; mesh->getFrameNr() < mesh ...