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![Very Happy :D](./images/smilies/icon_biggrin.gif)
Thanks for you input![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
and then link this to the correct location within the main body of the manual
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Thanks for you input
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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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- Posts: 2
- Joined: Mon Jul 05, 2010 8:36 pm
- 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![Smile :-)](./images/smilies/icon_smile.gif)
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
![Smile :-)](./images/smilies/icon_smile.gif)