Search found 15 matches
- Wed Oct 17, 2007 3:56 pm
- Forum: Beginners Help
- Topic: Maximum world size
- Replies: 0
- Views: 300
Maximum world size
After reading the article @ http://www.drizzle.com/~scottb/gdc/continuous-world.htm i realised that there are some questions i should better decide before designing everything. - at which point the world gets too big so that the flowing point coordinates are too unprecise ? Could this be solved by a...
- Tue Oct 16, 2007 5:58 pm
- Forum: Beginners Help
- Topic: Tiled Terrain as static meshes
- Replies: 9
- Views: 1180
Why do you want the terrain to be exported as meshes? There are many reasons: - In a big terrain you would always have to page terrain data. If you load the terrain as heightmaps there it will always waste performance when converting the heightmap to a mesh. With static meshes this step can be avoi...
- Thu Oct 11, 2007 8:42 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
Here is a minor update. Walkdirection is now calculated based on the character rotation. Code is a reimplementation from JReuschel1's Code from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=19282 void DoRunning() { if (this->bIsRunning) { float Rotation; irr::core::vector3df CharRotation; C...
- Sun Oct 07, 2007 10:49 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
I uploadet the newest version. In the .rar file is everything needet to run / compile ( dll , lib , include , source , vc8 project ). The link can be found in post#1 // edit If someone is experienced in doing 3d math and has a bit spare time i would appreciate help on the following 2 topics: - chara...
- Sun Oct 07, 2007 10:20 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
as you can see, I commented out some parts, but it still gives an error (the needed files are in the same folder as the project) The files aren't needet at all because you commented out all the file loading. Maybe now there are problems in the main() when it calls receiver.Update(); receiver.DoRunn...
- Sun Oct 07, 2007 9:00 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
- Sun Oct 07, 2007 4:55 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
Here is the new version with some minor changes: - The character can now move in more than one direction - Fixed flickering on movement - Update() is now called in the main loop - Run animation stopps properly if no movement key is pressed - charactermodel isnt displayed anymore @ minimal zoomdistan...
- Sun Oct 07, 2007 3:27 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
MyEventReceiver() needs this added: this->OldMouseX = 0; this->OldMouseY = 0; done :) Find this code block: if (this->CameraRotating) { // Kamera rotieren if (DeltaX > 0) and change it to this: if (this->CameraRotating) { m_updated = true; // Kamera rotieren if (DeltaX > 0) m_updated wont be necces...
- Sat Sep 29, 2007 3:59 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
Here is the first update to the main.cpp file. The following changes have been implemented: If the left mousebutton is pressed the camera can be rotated around the model. If the left mousebutton is released the camera moves back. The rotation amount is determined by deltax , so if you move the mouse...
- Fri Sep 28, 2007 4:31 pm
- Forum: Code Snippets
- Topic: WoW like camera control & character movement (work in pr
- Replies: 13
- Views: 12035
WoW like camera control & character movement (work in pr
This here shall be an example of how to create a World of Warcraft like following camera. The idea came from the thread Nightbird has posted on these forums. http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=3245 Its about a NWN like Camera control but its not really finished yet. Atm its in a ...
- Fri Sep 28, 2007 1:46 pm
- Forum: Beginners Help
- Topic: Tiled Terrain as static meshes
- Replies: 9
- Views: 1180
Tiled Terrain as static meshes
Hi Im in search for a tool or app which allows to export a heigthmap in small tiles as static mashes. Maybe 3 meshes per tile to do manual lod. Does someone know of a tool capable of doing this ? If there is no such tool would it be possible to write a irrlicht app for doing it ? The app would read ...
- Thu Sep 27, 2007 5:30 pm
- Forum: Project Announcements
- Topic: Logitech G15 LCD Lib for very easy implementation
- Replies: 0
- Views: 932
Logitech G15 LCD Lib for very easy implementation
Hi the past days i experimented with the Logitech G15 SDK and irrlicht. I found it annoying to always recompile the EZ LCD Wrapper everytime i compile the irrlicht example. So i created a Wrapper Lib. Integrating G15 functionality to your projekts is really easy now. Simply compile the lib from the ...
- Wed May 09, 2007 8:05 pm
- Forum: Beginners Help
- Topic: [OpenGL Renderer] Strange behaviour when minimizing
- Replies: 0
- Views: 124
[OpenGL Renderer] Strange behaviour when minimizing
If i create a fullscreen app and i minimize the game using the openGl renderer my desktop resolution stays the same as the app resolution. If i use the Directx 8 or 9 rendering subsystem the desktop resolution changes back to normal when i minimize the app. Is this a bug in the subsystem or should i...
- Fri Aug 25, 2006 5:26 pm
- Forum: Beginners Help
- Topic: Some questions about terrain , scale , world dimensions
- Replies: 1
- Views: 311
Some questions about terrain , scale , world dimensions
Hi I have some questions about the Irrlicht Engine and i hope someone here can help me. The first question i have is about the world dimensions and especially what range they have. In other words how "big" is the worldcube between Xmin,Ymin,Zmin and Xmax,Ymax,Zmax and what is the value ran...
- Thu Aug 24, 2006 2:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Suggestions for rendering hundreds of cubes more efficiently
- Replies: 11
- Views: 1301
It's a prototype for a turn based strategy game. THat's all you need to know. Sadly with this little information its doubtfull that you can get help. We dont know what you do to the cubes. We dont know for what they are in your game. We dont know what kind of textures you use. So finding out where ...