Search found 34 matches
- Fri Jul 02, 2010 11:09 pm
- Forum: Beginners Help
- Topic: Chase cam sample code
- Replies: 2
- Views: 581
Chase cam sample code
I'm looking for some sample code to implement a chase cam for a third person game. Suliman's code in the wiki does not work properly and the same goes for every other third person/chase cam code that I have been able to locate in the forums. The problem in most cases seems to be that the code is old...
- Thu Aug 28, 2008 6:39 pm
- Forum: Advanced Help
- Topic: SketchUp model loader
- Replies: 1
- Views: 561
SketchUp model loader
Have anyone written a loader for Google SketchUp models (.skp)? There is a huge amount of skp models that are easy to find and could be used in Irrlicht. It would be really cool to have such a loader for Irrlicht! If you are sitting on one, please consider sharing. Converting is always a hassle and ...
- Sat Jul 05, 2008 7:46 pm
- Forum: Bug reports
- Topic: CXMeshFileLoader
- Replies: 1
- Views: 361
- Sat Jul 05, 2008 7:11 pm
- Forum: Bug reports
- Topic: CXMeshFileLoader
- Replies: 1
- Views: 361
CXMeshFileLoader
The CXMeshFileLoader has problems parsing models from a game model library that I have purchased. Every other application that I have tried (Ultimate Unwrap, Blitz3D etc.) have no problem loading and correctly displaying these models. I have tracked the problem down to CXMeshFileLoader::parseDataObj...
- Thu Jul 19, 2007 3:02 pm
- Forum: Beginners Help
- Topic: Irrlicht Device SDL
- Replies: 2
- Views: 296
Irrlicht Device SDL
There is obviously something I'm missing about the new SDL device. It is obviously not a video driver option, but how do I create such a device? Do I have to compile Irrlicht with SDL? If so how would I do that? Is there a compile switch that builds it with SDL support?
- Sun Apr 08, 2007 4:11 pm
- Forum: Bug reports
- Topic: [MacOS X] Irrlicht 1.3 with Xcode
- Replies: 6
- Views: 1188
- Mon Mar 19, 2007 12:03 pm
- Forum: Bug reports
- Topic: [MacOS X] Irrlicht 1.3 with Xcode
- Replies: 6
- Views: 1188
[MacOS X] Irrlicht 1.3 with Xcode
This is the list of changes I had to do to the Xcode project file in 1.3 to make it compile and link out of the box. Removed these unused file referenes: Engine - CZBuffer2.cpp, CZBuffer2.h - fast_atof.h - GUIIcons.h - ITriangleRenderer2.h - IZBuffer2.h libpng - libpng.c include - SViewFrustrum.h Ad...
- Mon Feb 26, 2007 9:41 pm
- Forum: Beginners Help
- Topic: Clean build of 1.2 in MacOS
- Replies: 13
- Views: 658
I had the same experience. I'm was looking for an easy to use cross platform 3D engine. Irrlicht is it, but for the reasons that hybrid has explained, getting 1.2 to run on MacOS X is a bit tricky. The community is very responsive so I urge Mac users to get involved rather than complain about the la...
- Sun Jan 21, 2007 6:24 pm
- Forum: Beginners Help
- Topic: [Win] Executable's working directory?
- Replies: 3
- Views: 226
- Sun Jan 21, 2007 6:21 pm
- Forum: Beginners Help
- Topic: [Win] Executable's working directory?
- Replies: 3
- Views: 226
Re: [Win] Executable's working directory?
Created an Irrlicht project with Code::Blocks on Windows. When I try to read an XML file located in the same directory as the executable I notice that the working directory is "C:\irrlicht\bin\Win32-gcc", that is, the directory where the Irrlicht.dll is located. On MacOS X I'm pertty sure...
- Sun Jan 21, 2007 3:48 pm
- Forum: Beginners Help
- Topic: [Win] Executable's working directory?
- Replies: 3
- Views: 226
[Win] Executable's working directory?
Created an Irrlicht project with Code::Blocks on Windows. When I try to read an XML file located in the same directory as the executable I notice that the working directory is "C:\irrlicht\bin\Win32-gcc", that is, the directory where the Irrlicht.dll is located. On MacOS X I'm pertty sure ...
- Sat Jan 06, 2007 4:19 pm
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117151
Re: CharacterController
Ok sure, it was just some simple obvious addition so nothing special from me but here is what I did: Thanks, even simple stuff takes time to implement! You can make some code cross-platform using macros. Thanks, I noticed that removing them didn't matter, but whenever I update the code all my chang...
- Wed Jan 03, 2007 3:07 am
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117151
CharacterController
Well even though i have updated the file, i saw today it has many features missing and may have some bugs, so don't think this is the final version, i am making some upgrades on this and then will upload a more complete version hopefully in some time, but do download this and tell me what you think...
- Tue Jan 02, 2007 1:46 pm
- Forum: Project Announcements
- Topic: IPhysics - Newton/Irrlicht framework
- Replies: 338
- Views: 117151
IPhysics for MacOS X
Hi, thanks for some great interface classes. I had some problems with the built-in Irrlicht collision detection and response functions. I don't really need an advanced physics engine like Newton, but I do need working collision detection and response. :wink: Anyway, I have managed to put together an...
- Mon Jan 01, 2007 4:55 pm
- Forum: Bug reports
- Topic: [MacOS X] Collision broken in 1.2
- Replies: 6
- Views: 716
There should be even more files missing or have to be deleted from the project file. But I guess that the officila 1.2 SDK has the same behavior, so you could also use that one which has fewer changes to the project files. Thanks, yes I noticed! :wink: I did manage to fix the project and compile th...