Post Your Irrlicht Screenshots / Render Here.
To be fair you can't really become an animator overnight. A friend of mine has been studying it for the past 8 years or so and is now pretty good at it, but it didn't happen for free.
I remember a long time ago before he went to university he spent several weeks banging on about how good this book is. If you're serious about animation then you should get hold of a copy.
I remember a long time ago before he went to university he spent several weeks banging on about how good this book is. If you're serious about animation then you should get hold of a copy.
well, 8 years to become a kicka$$ animator.. .without them, nor school specific education (learnt at home and with tight milestones in places) I've done anims inside game companies that recieved the aproval of all cycle (staff mates, medium bosses, major bosses distro ceos. ) .And, heh,that'd never mean those were good. Just that worked....games allow tricks, and have serious constraints, in anims... besides, if you've long experience as comic artist, that helps zillions.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
the bowling looks like an earth to me.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Hi Mel,
If you're asking me, mixing them both is easy. I've upgraded to 2.73 and it went pretty well. I'm also adding lots of new features like deleting a WorldObject when its internal timer sets. Another is accumulating damages to a WorldObject which will be useful for duel and projectile damage.
I know you can deal with XEffects pretty easy so Bullet should be like a walk-in-the-park for you.
Anyway, since you are using IrrPhysX at the moment, you might as well use that lib for the time being and see how well you will do. Only decide if you _must_ move to another lib.
By the way, there is a bug in the last release I made, should be pretty easy to fix. I placed that in as a test/gauge/bar, only serious (experienced) users will go through (pass) that test.
If you're asking me, mixing them both is easy. I've upgraded to 2.73 and it went pretty well. I'm also adding lots of new features like deleting a WorldObject when its internal timer sets. Another is accumulating damages to a WorldObject which will be useful for duel and projectile damage.
I know you can deal with XEffects pretty easy so Bullet should be like a walk-in-the-park for you.
Anyway, since you are using IrrPhysX at the moment, you might as well use that lib for the time being and see how well you will do. Only decide if you _must_ move to another lib.
By the way, there is a bug in the last release I made, should be pretty easy to fix. I placed that in as a test/gauge/bar, only serious (experienced) users will go through (pass) that test.
Well, i got to compile the Irrphysx, but to no avail :/ so i will try anything that is not too complex. Besides, although Physx is a good physics engine, and have hardware acceleration available, my needs still aren't that bad, and, if need arises, i still can set a simple stage for the physics, and keep the graphics of the stage outside the Physics simulation. I'm not planning on doing something too "physically" demanding, In this case, even the collision manager of Irrlicht could do the deal i have in mind, still, i want to mess with physics... so, i'll give a shot to that too. I'd rather perhaps that irrlicht had a nice hardware accelerated skin system than a physics engine integrated into it, though, for starters, maybe it would be a good idea Irrlicht also had something basic in physics too, beyond the collision detection, but this is more a small talk than a real petition XD.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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