Search found 18 matches

by Avalanche
Thu Jan 11, 2007 11:48 am
Forum: Project Announcements
Topic: IrrNet - Irrlicht Network Framework 0.36 (Now Windows/Linux)
Replies: 231
Views: 68630

where is 0.25?
by Avalanche
Wed Nov 08, 2006 12:56 am
Forum: Beginners Help
Topic: 2d animation help
Replies: 4
Views: 292

even the getTime() is not accurate enough, and will slow down during low fps i suggest you do a time slicing float freq = 1.0f/120.0f; // how many times u want to update per second float accumulative_step = 0.0f; u32 lasttick = timer->getRealTime();//timer is your device->getTimer() u32 curtick = 0;...
by Avalanche
Wed Nov 08, 2006 12:44 am
Forum: Beginners Help
Topic: only one texture
Replies: 7
Views: 365

for .x or .ms3d format, they points to all their textures, so if you store your N textures where the model file can find, irrlicht will load them

also you dont need to load a texture and apply to it manually
by Avalanche
Mon Nov 06, 2006 11:54 am
Forum: Project Announcements
Topic: Magic Library - True Type windows font
Replies: 319
Views: 79269

hi
what version of irrlicht does this work on?
thx
by Avalanche
Wed Nov 01, 2006 8:07 am
Forum: Code Snippets
Topic: Smooth mixed 1st + 3rd Person Camera Scene Node (for RPG)
Replies: 158
Views: 59709

Error 9 error LNK2001: unresolved external symbol "public: __thiscall irr::scene::CCameraRPGSceneNode::CCameraRPGSceneNode(class irr::scene::ISceneNode *,class irr::scene::ISceneManager *,int const &,class irr::IrrlichtDevice *,class irr::scene::ITriangleSelector *,class irr::core::string<c...
by Avalanche
Tue Oct 31, 2006 7:23 am
Forum: Advanced Help
Topic: custom viewing frustum
Replies: 4
Views: 364

thx sgt_pinky for the tip
it could be computational expensive to call it every frame tho

but for grass and trees, they can be calculated when camera moves, since tree and grass obviously dont move by themselfs

this should optimiz abit

thx again
by Avalanche
Tue Oct 31, 2006 3:30 am
Forum: Advanced Help
Topic: custom viewing frustum
Replies: 4
Views: 364

thats not what i mean

i mean i want my terrain clipping to be far away, and grass clipping very near

thx anyway
by Avalanche
Mon Oct 30, 2006 3:56 pm
Forum: Advanced Help
Topic: custom viewing frustum
Replies: 4
Views: 364

custom viewing frustum

i mean, i want my terrain far clipping at say 10000.0f
enemy meshes farclip at say 4000.0f
grass farclip at 2000.0f

have any one done this?
i think this will need to recompile irrlicht
by Avalanche
Mon Oct 30, 2006 3:21 pm
Forum: Beginners Help
Topic: Triangles disappearing then reappearing
Replies: 26
Views: 1828

i have similar thing happening here
i only notice this on windows vista and directx
windows xp + directx is fine
vista + openGL is fine
by Avalanche
Mon Oct 30, 2006 3:20 pm
Forum: Beginners Help
Topic: how to set MaterialTypeParm
Replies: 0
Views: 172

how to set MaterialTypeParm

im trying to using alpha channel on my terrain. i got my alpha channel image, but the edges are jagged, so i figure i need to set MaterialTypeParm to something low, but how to do it? also i cant get second texture to load in directx, only in openGL in directx, my terrain texture is weird black and w...
by Avalanche
Mon Sep 18, 2006 1:51 pm
Forum: Beginners Help
Topic: octree on 3d models
Replies: 3
Views: 274

thats pretty good, thx
now i can do my whole level in 3d modeller
by Avalanche
Sun Sep 17, 2006 12:45 pm
Forum: Beginners Help
Topic: octree on 3d models
Replies: 3
Views: 274

octree on 3d models

i dont like to create level in bsp, but i'll like to enjoy the octree optimization, so can i apply octree on any static models?
by Avalanche
Fri Sep 08, 2006 11:31 am
Forum: Beginners Help
Topic: Ennemie hit player
Replies: 10
Views: 961

JP wrote: If it's the first of those two then you can set the bullet flying and then every frame you can check the line that it's travelled along since the last frame and check to see if that has hit a wall or the player.
what if the framerate gets extreem bad? will the bullet passes through player?
by Avalanche
Tue Sep 05, 2006 9:51 am
Forum: Beginners Help
Topic: password-protected ZIPs
Replies: 3
Views: 296

you can also do simple encryption, by open up zip with hex editor, adding junks here and there, so people have no idea what kind of file is this, and then change the addZipFileArchive() function to remove the junks you added
by Avalanche
Tue Sep 05, 2006 8:05 am
Forum: Beginners Help
Topic: "WinMain"
Replies: 18
Views: 2152

I just use a define to tie into whether I am compiling in DEBUG or RELEASE modes in VisualStudio. It's then "automatic" and I get the best of both worlds: #ifdef _DEBUG int main() #else INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR strCmdLine,INT) #endif { HANDLE ExistingGameMutex = ...