Search found 4549 matches
- Fri Dec 04, 2009 9:33 pm
- Forum: Advanced Help
- Topic: AI : how to create a run away behavior?
- Replies: 10
- Views: 1299
And obviously you don't want to run directly away from the enemy... it might be optimal in getting distance between the AI and the enemy but if you're running directly away from someone you're an easy shot (assuming guns are the primary weapon) because in their view you're effectively not moving, ju...
- Fri Dec 04, 2009 4:47 pm
- Forum: Beginners Help
- Topic: Irrlicht + Havok Animation + IrrPhysx
- Replies: 7
- Views: 1112
- Fri Dec 04, 2009 9:55 am
- Forum: Project Announcements
- Topic: PNS_PhysX [The only physX wrapper 4 linux] (QUAD/HEXO core)
- Replies: 55
- Views: 9509
To defend myself you never said you were going to actually release anything, I was expecting you to send it to me first so I could add it into IrrPhysx properly... simple as that... After the confusion was sorted out and it was clear there had been some misunderstanding I apologised for my outrage a...
- Fri Dec 04, 2009 9:53 am
- Forum: Advanced Help
- Topic: AI : how to create a run away behavior?
- Replies: 10
- Views: 1299
In IrrAI i have a character class which will run away from enemies and it basically says if I see an enemy then run off to a random point in the map... That's horribly basic behaviour and can result in the player running INTO the enemy which isn't always sensible! But it wouldn't be too much work to...
- Fri Dec 04, 2009 9:50 am
- Forum: Beginners Help
- Topic: Irrlicht + Havok Animation + IrrPhysx
- Replies: 7
- Views: 1112
As IrrPhysx is mentioned I thought I'd drop in my 2 cents... I'm guessing it's definitely possible to do... maybe not easy... You may be better off using Havok for the physics too as I'm sure it would be easier to get working with the animation libraries than it would be if you were using Physx... I...
- Thu Dec 03, 2009 4:22 pm
- Forum: Beginners Help
- Topic: How to put Wireframe and color together?
- Replies: 7
- Views: 728
- Tue Dec 01, 2009 8:53 am
- Forum: Competition Time!
- Topic: Screenshot of the Month December [Winner!]
- Replies: 49
- Views: 25096
- Mon Nov 30, 2009 8:44 am
- Forum: Bug reports
- Topic: Issues upgrading to 1.6
- Replies: 8
- Views: 1487
Well CMeshBuffer still has another Append method that takes an array of vertices and indices to append... so I just switched to using that one... but surely the missing Append method could just do the same as what I did as I simply accessed the vertices and indices in my SMeshBuffer and passed them ...
- Sun Nov 29, 2009 4:02 pm
- Forum: Bug reports
- Topic: Issues upgrading to 1.6
- Replies: 8
- Views: 1487
- Sun Nov 29, 2009 9:37 am
- Forum: Bug reports
- Topic: Issues upgrading to 1.6
- Replies: 8
- Views: 1487
- Sat Nov 28, 2009 8:41 pm
- Forum: Bug reports
- Topic: Issues upgrading to 1.6
- Replies: 8
- Views: 1487
Issues upgrading to 1.6
So I just updated IrrAI to work with Irrlicht 1.6 and I ran in to a couple of nasty issues... Firstly my waypoint meshes and the links joining them together weren't rendering... I eventually tracked it down to the fact that the entirity of CMeshBuffer::append(SMeshBuffer) has, at some point, been co...
- Sat Nov 28, 2009 8:37 pm
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 98790
Wow... just noticed that the last time I updated IrrAI was in Feb... And that was probably just to bring it up to date to work with Irr 1.5! But hey... been a bit busy and all that! So yeah managed to get IrrAI up to date with Irrlicht 1.6 (see the first post in this thread for the download link). S...
- Sat Nov 28, 2009 8:30 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month December [Winner!]
- Replies: 49
- Views: 25096
- Thu Nov 26, 2009 3:38 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 110966
You don't need to have a seperate mesh for the physical representation of an object.. you can use the render mesh but often that will be less than optimal if the render mesh is a higher poly count than is necessary for the physical representation. Are you basically wanting an automated way of gettin...
- Thu Nov 26, 2009 9:52 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 110966
Well the way I did it was to load up platform.ms3d (the render model, nice quality to look good when rendered) and then just build up some cube shapes around the platform shape to use less polys than in the render model. Then I deleted the platform.ms3d geometry leaving just the cubes that were need...