Hey TGM - sent you a PM.
Working on AI at the moment. Have got a FSM framework up and running, but its still VERY basic.
Search found 17 matches
- Thu Aug 17, 2006 2:09 pm
- Forum: Project Announcements
- Topic: New Project: Space Hulk - Redux
- Replies: 7
- Views: 2014
- Thu Aug 17, 2006 12:20 pm
- Forum: Off-topic
- Topic: XNA Framework - Brilliant or Bust?
- Replies: 2
- Views: 588
XNA Framework - Brilliant or Bust?
Hey guys...
Just noticed this (http://msdn.microsoft.com/directx/xna/) whilst downloading c++ express to put on a mac laptop running windows. *
Looks interesting, although you have to pay $99 to play your games (its free to develop them, you just have to pay to play!)
So what do you think?
Just noticed this (http://msdn.microsoft.com/directx/xna/) whilst downloading c++ express to put on a mac laptop running windows. *
Looks interesting, although you have to pay $99 to play your games (its free to develop them, you just have to pay to play!)
So what do you think?
- Thu Aug 10, 2006 1:11 am
- Forum: Project Announcements
- Topic: New Project: Space Hulk - Redux
- Replies: 7
- Views: 2014
Yeah, its a pitty they don't make their old games available - at least id have released the source for Quake. I happened to have an old copy of the game I picked up years ago and I've managed to rig it to work in WinXP. As far as more screens go, well at the moment not a lot has changed from the ori...
- Wed Aug 09, 2006 1:09 pm
- Forum: Project Announcements
- Topic: New Project: Space Hulk - Redux
- Replies: 7
- Views: 2014
- Fri Aug 04, 2006 12:45 pm
- Forum: Irrlicht.NET
- Topic: Load a 3ds Modle with Texture
- Replies: 4
- Views: 3458
- Fri Aug 04, 2006 12:30 pm
- Forum: Advanced Help
- Topic: How to apply newton physics on camera?
- Replies: 12
- Views: 1771
- Fri Aug 04, 2006 7:18 am
- Forum: Advanced Help
- Topic: How to apply newton physics on camera?
- Replies: 12
- Views: 1771
Hey, I can think of two options... Firstly just get the position of the scenenode that the Newton sphere represents every frame and then move the camera to match... core::vector3df location; location = mySceneNode->getAbsolutePosition(); camera->setPosition(location); The second - easier - way to is...
- Wed Aug 02, 2006 2:01 pm
- Forum: Project Announcements
- Topic: New Project: Space Hulk - Redux
- Replies: 7
- Views: 2014
Hehehe. The lighting is scary - waaay too bright, and then super dark
For anybody who is interested there is a review of the original game Space Hulk: Vengeance of the Blood Angels at the underdogs website.
Its a FPS with a commander element, like in newer games such as BF2.
For anybody who is interested there is a review of the original game Space Hulk: Vengeance of the Blood Angels at the underdogs website.
Its a FPS with a commander element, like in newer games such as BF2.
- Wed Aug 02, 2006 8:38 am
- Forum: Project Announcements
- Topic: Free Weapon Models avaible!
- Replies: 20
- Views: 2634
- Wed Aug 02, 2006 8:34 am
- Forum: Project Announcements
- Topic: New Project: Space Hulk - Redux
- Replies: 7
- Views: 2014
New Project: Space Hulk - Redux
Hi guys, I just thought I'd let you know that I'm starting a new project, my first major project with Irrlicht. Its a remake of one of my favourite old games, Space Hulk. I'm no artist so for the meantime the focus of the game is on AI, and gameplay. If I get it to a point where I think people would...
- Fri Jul 28, 2006 4:36 pm
- Forum: Advanced Help
- Topic: Pathfinding - 'Dungeon' to 'Node list'
- Replies: 7
- Views: 1023
Yeah, I think I'll use quake style maps - as I said its my first major project in irrlicht - I've only made 2d VB games before :) I've got quake-style maps working for a simple test game I made. Your approach sounds pretty interesting - particularly the self mapping bit, did you get it working in th...
- Fri Jul 28, 2006 1:56 pm
- Forum: Advanced Help
- Topic: Pathfinding - 'Dungeon' to 'Node list'
- Replies: 7
- Views: 1023
Thanks JP, sounds interesting... One question - how did you represent the dungeon as a grid style? Did you just read from the map mesh, or did you have some other method? As I've mentioned above I can handle the pathfinding algorithm itself with no probs, its just a matter of getting the data from t...
- Fri Jul 28, 2006 2:10 am
- Forum: Advanced Help
- Topic: Pathfinding - 'Dungeon' to 'Node list'
- Replies: 7
- Views: 1023
Hi Acki, Thanks for that, I'll have a look :) I'm fine with writing a pathfinding algorithm - I've done an A* one for a game I wrote in VB.NET ( :oops: ) ages ago... I was going to do Dijkstra's this time just for something different, and A* if it was too slow. But the small number of nodes should m...
- Thu Jul 27, 2006 1:18 pm
- Forum: Advanced Help
- Topic: Pathfinding - 'Dungeon' to 'Node list'
- Replies: 7
- Views: 1023
Pathfinding - 'Dungeon' to 'Node list'
Hi guys, As my first major project in irrlicht I'm trying to make a basic FPS. I'm trying to steer clear of things like STL, and AI libraries as I think I'll learn more that way! I have made some data structures to start with (lists, queues etc) and have now moved on to some basic pathfinding. The m...
- Fri Jun 09, 2006 9:25 am
- Forum: Beginners Help
- Topic: get windowed/fullscreen mode at runtime ?
- Replies: 6
- Views: 538
I believe this question was already answered in this post
http://irrlicht.sourceforge.net/phpBB2/ ... fullscreen
EDIT: Oops! This was from May, not June
http://irrlicht.sourceforge.net/phpBB2/ ... fullscreen
EDIT: Oops! This was from May, not June