A Irrlicht Begginers Manual
Thanks There is information on the wiki page on how to edit the wiki.. its a bit strange I know. But it should all work out, if you showing something about another engine make a new page like main?IrrlichtManualChapter1ODETutorail
and then link this to the correct location within the main body of the manual
Thanks for you input
and then link this to the correct location within the main body of the manual
Thanks for you input
Programming Blog: http://www.uberwolf.com
Add Chapter, 11 that can be about newton / physic engine integration.
Programming Blog: http://www.uberwolf.com
I'm a little confused. Here's the link from the Irrlicht main page to the wiki.
http://www.irrlicht3d.org/wiki/
Where is the manual listed on that page? Or is it all the manual?
http://www.irrlicht3d.org/wiki/
Where is the manual listed on that page? Or is it all the manual?
I though of something very important but I don't know where to add it.
A paragraph saying that to learn to use the engine one must dive into its source, not just the API(=Interfaces) but the cpp files. It is very important for one to know to check those areas so when he has a bug with some irrlicht method he can go and see what that method does and understand how to fix his code.
A paragraph saying that to learn to use the engine one must dive into its source, not just the API(=Interfaces) but the cpp files. It is very important for one to know to check those areas so when he has a bug with some irrlicht method he can go and see what that method does and understand how to fix his code.
Maybe chapter 2 learning the basics or even make it in a new chapter.
Programming Blog: http://www.uberwolf.com
Is this still being updated?... 3 mots since last post...>_< ...
Anyway.... here's a thoug... instead of making many small proyects troughout each chapter... instead stiking with a single proyect through all the book... start simple... just an empty screen... then adding meshes.. then terrain... then skyboxes.... etc... but all the examples stiking with a single proyect... no change to the index proposed... this way... the manual could work for ppl to start from 0 to a decent mid lvl... in practical steps... of course not all subjects can be applyed to a single proyect.. but in the pertinent chapters explain alternative ways of doin the same task for the same proyect...
The tutorials are greath... the only problem ius that u have to scratch parts from too many places to actually be able to make a game...
Why not something like this:
CH1: First proyect: empty screen
CH2: Add meshes, camara, hidding cursor (deppends on the aimed proyect)to the previus empty screen
CH3: (Not part of a 3d game so... it can be independent)
CH4: Adding collision detection(maybe adding terain before this)
CH5: Adding event response to some nodes IN THE SAME PROYECT
CH6: Adding Menus to the proyect(more on event reciver maybe)
CH7: Adding special Effects to the proyect.
Its just a very raw idea... but i think it might work
Of course the explanations and all remain intact.
Also... i didnt see anything on animation in the current index...
(bone animation, frame loop animation) maybe before event reciver...
Just something to think about ^_^
Anyway.... here's a thoug... instead of making many small proyects troughout each chapter... instead stiking with a single proyect through all the book... start simple... just an empty screen... then adding meshes.. then terrain... then skyboxes.... etc... but all the examples stiking with a single proyect... no change to the index proposed... this way... the manual could work for ppl to start from 0 to a decent mid lvl... in practical steps... of course not all subjects can be applyed to a single proyect.. but in the pertinent chapters explain alternative ways of doin the same task for the same proyect...
The tutorials are greath... the only problem ius that u have to scratch parts from too many places to actually be able to make a game...
Why not something like this:
CH1: First proyect: empty screen
CH2: Add meshes, camara, hidding cursor (deppends on the aimed proyect)to the previus empty screen
CH3: (Not part of a 3d game so... it can be independent)
CH4: Adding collision detection(maybe adding terain before this)
CH5: Adding event response to some nodes IN THE SAME PROYECT
CH6: Adding Menus to the proyect(more on event reciver maybe)
CH7: Adding special Effects to the proyect.
Its just a very raw idea... but i think it might work
Of course the explanations and all remain intact.
Also... i didnt see anything on animation in the current index...
(bone animation, frame loop animation) maybe before event reciver...
Just something to think about ^_^
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- Location: Denmark
Still working on the wiki?
Hey there,
I just fell over this thread and found it very interesting and must say, dejai, thanks for the effort you have putted into this project - really appreciated as a Irrlicht newcommer.
Are you guys still working on this wiki? I saw that the last time the wiki has been updated was last year in September. I might be willing to throw in a comment or two in the future, as I'm going to create a turn based RPG using the irrlicht engine.
Just to check if this project is still alive
I just fell over this thread and found it very interesting and must say, dejai, thanks for the effort you have putted into this project - really appreciated as a Irrlicht newcommer.
Are you guys still working on this wiki? I saw that the last time the wiki has been updated was last year in September. I might be willing to throw in a comment or two in the future, as I'm going to create a turn based RPG using the irrlicht engine.
Just to check if this project is still alive