maybe you could look on sourceforge.net
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Og Kush Seeds
Search found 14 matches
- Fri Dec 07, 2007 10:22 pm
- Forum: Project Announcements
- Topic: Looking For Template/Sample Project With Source
- Replies: 4
- Views: 959
- Thu Nov 08, 2007 2:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: A Irrlicht Begginers Manual
- Replies: 76
- Views: 41552
A Irrlicht Begginers Manual ..is it a good idea getting beginner's to write a manual in the first place? Especially as it should be 'An' and 'Beginner's' Don't think I'm being too picky or pedantic either as the manual itself is littered with such errors. The style is too personal and opinionated f...
- Wed Nov 07, 2007 8:21 am
- Forum: Beginners Help
- Topic: Linker error DEV C++
- Replies: 4
- Views: 276
Dev C++ uses a different lib and dll to the Visual Studio one. The lib is called libIrrlicht.a as hybrid mentioned and is in the lib/Win32-gcc folder. You will need to link to that in your project settings. When you run it, make sure you have the correct dll in the same folder as the .exe also _____...
- Tue Nov 06, 2007 1:45 pm
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100501
Check your project properties under Linker (additional dependancies) that the path to the libs, (or whatever your linking to) has no white spaces. If necessary copy them into the 'lib' folder of your project and then link as follows lib/mylib.lib etc, etc If that dosnt work, then try re-deploying yo...
- Sat Oct 27, 2007 8:39 am
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100501
Hi, Ive created a new project to test in both OpenGL and DirectX, (just changing the config.xml, not code), and they both worked fine. When you said the AI didnt work, did you mean the enemies werent visable, or were visable but stood still? I've been using it for a while now on my project, and havn...
- Mon Oct 22, 2007 9:49 pm
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100501
@buzz44 - I'm doing an RPG with it, and havn't noticed any problems with multiple NPC's using a single PathManager. I think you dont need to have many PathManagers, this would be a terrible waste of resources. I have 50 NPC's running around a town I made, and they all behave very well. Flawles in fa...
- Tue Aug 07, 2007 10:30 pm
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100501
The site is hosted by sourceforge, so should be up most of the time
It hasnt been worked on for a while, which is a pity However the code base is still relevant.
here is a link:
http://irrwizard.sourceforge.net/wiki/i ... /Main_Page
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Grey's anatomy dicussion
It hasnt been worked on for a while, which is a pity However the code base is still relevant.
here is a link:
http://irrwizard.sourceforge.net/wiki/i ... /Main_Page
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Grey's anatomy dicussion
- Mon Nov 20, 2006 3:48 pm
- Forum: Project Announcements
- Topic: IrrWizard?
- Replies: 320
- Views: 100501
Can't you copy and re-name the GamePlayer to GameFPSPlayer and then in the GamePlayer rip out all the FPS bits and put in some of your own stuff, maybe a pointer to the camera could be good. If you wanted an RPG player, you could create an RPGPlayerStats class and add all your STR,INT,WIS and things...
- Tue Oct 24, 2006 7:05 am
- Forum: Beginners Help
- Topic: clipping problem
- Replies: 10
- Views: 639
I get a similar problem with sections of floor in my level. (not the walls though), when I tilt the camera up and down. It displays then doesn't display, then displays again as I tilt the camera. If i raise the camera further fom the ground it solves the problem, but am about 50ft tall, so is imprac...
- Sun Oct 01, 2006 3:17 pm
- Forum: Project Announcements
- Topic: Irrlicht tech demo
- Replies: 37
- Views: 6548
It could be a competition, 1st prize being included in the SDK as the offical demo.
Judged not only on looks, special effects etc, but on the source code as well.
Just a thought
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ALGERIAN COOKING
Judged not only on looks, special effects etc, but on the source code as well.
Just a thought
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ALGERIAN COOKING
- Wed May 31, 2006 6:50 am
- Forum: Beginners Help
- Topic: Adding Multiple meshes to a single mesh?
- Replies: 6
- Views: 289
- Tue May 30, 2006 10:21 pm
- Forum: Beginners Help
- Topic: Adding Multiple meshes to a single mesh?
- Replies: 6
- Views: 289
Thanks for the speedy response. I can see how you can getVertices() and getIndices() from a mesh buffer, but how do you set them? Are there any functions, routines that you know of that will achieve something similar? Maybe I need to go away and have a play, then come back again? ________ HERBALAIRE
- Tue May 30, 2006 9:31 pm
- Forum: Beginners Help
- Topic: Adding Multiple meshes to a single mesh?
- Replies: 6
- Views: 289
I was thinking of creating a random maze made up of boxes, instead of adding one box per sceneNode or even TestSceneNodes, creating the whole mesh in one go, then having only 1 sceneNode.
It's purely for performance.
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JAILBROKEN
It's purely for performance.
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JAILBROKEN
- Tue May 30, 2006 11:06 am
- Forum: Beginners Help
- Topic: Adding Multiple meshes to a single mesh?
- Replies: 6
- Views: 289
Adding Multiple meshes to a single mesh?
How would I add multiple .x meshes to 1 mesh buffer so I can add it to a single SceneNode at runtime?
I have done a search and couldn't find an answer.
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Medical marijuana card
I have done a search and couldn't find an answer.
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Medical marijuana card