Weapon Programming

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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Pulkit Jain
Posts: 4
Joined: Mon Feb 05, 2007 12:46 pm

Weapon Programming

Post by Pulkit Jain »

hi !!! i m a beginner in IRRLICHT programming and i have been assigned the task of weapon programming .... so plz help me out ....

i wanna know that what all should i include and some help on how to do it ????
zeno60
Posts: 342
Joined: Sun May 21, 2006 2:48 am
Location: NC, USA
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Post by zeno60 »

Do you not think it important to learn the engine first before taking on such a task?

Your question is very unclear. Weapon programming? Do you mean setting up a weapon on your camera, as seen in most FPSs? Raycasting to judge bullet hits?
Pulkit Jain
Posts: 4
Joined: Mon Feb 05, 2007 12:46 pm

Post by Pulkit Jain »

i m not that much a beginner .. i know a bit about the engine and have been programming in it since a few months now .....

and yes, by weapon programming i meant ray casting and then collision detection on the wall of the map, so that the bullet may stop there and create some smoke effect .....
area51
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Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
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Post by area51 »

The Irrlicht 'Demo' that comes with the SDK has examples of ray tracing and smoke on walls. (also see tutorial 7 for scenenode picking & collision)

If you want a weapon manager, sort of like Quake that changes weapons when you roll the mouse wheel, then IrrWizard has one, you can have a look at the code to see if will be of any use.
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