I need help getting started

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.
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

The shooting code in the demo is designed to find where it hits before firing. If the target moves, it still gets shot. I want a better method that lets people dodge.
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

How good is irrlicht physics? What are its limitations?
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

If you want real physics simulation you should use a physics engine, not irrlicht's built in collision detection

And you'll need to find a way to manage and update projectiles to shoot at animated targets, or use hitscan which doesn't need projectiles
Anthony
Posts: 121
Joined: Sun Jan 09, 2011 12:03 pm

Post by Anthony »

btw:
Came across some thingy I forgot all about and thought about your question about the fps cam. Did you fix that camera? If not, and maybe when you have two cameras rendering something, you would have to finish with the FPS cam. At least set it active again before calling device->run().
No :shock: I am no noob, just checking if your not one too :roll:

Thanks to Niko and all others that made Irrlicht possible.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

Anthony wrote:btw:
Came across some thingy I forgot all about and thought about your question about the fps cam. Did you fix that camera? If not, and maybe when you have two cameras rendering something, you would have to finish with the FPS cam. At least set it active again before calling device->run().
The problem with the FPS cam inside a windows form is that the form is 'stealing' the input messages before they get to the engine, I got this functioning a couple of years ago by rerouting the form message handling
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

How could I do a beam shot? It hits instantly.

Can I have my own code run when something collides with something else?

How do I add meshes with collision detection after I add collision detection for the building or terrain? I want to create objects in the middle of a game.
Anthony
Posts: 121
Joined: Sun Jan 09, 2011 12:03 pm

Post by Anthony »

Maybe you should post different questions into different threads so people who are seeking answers too can find them if they're asked before ;)
No :shock: I am no noob, just checking if your not one too :roll:

Thanks to Niko and all others that made Irrlicht possible.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

hungryninja wrote:How could I do a beam shot? It hits instantly.

Can I have my own code run when something collides with something else?

How do I add meshes with collision detection after I add collision detection for the building or terrain? I want to create objects in the middle of a game.
Go for a physics engine, irrlichts collision detection can't compete with engines Bullet, ODE, Newton, etc.

I'd also suggest you start off slow and simple, I'm getting the impression you want to do a lot of things at once, which will eventually cause problems
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

How can I use a physics engine with a .net wrapper for irrlicht?
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

[quote="hungryninja"]How can I use a physics engine with a .net wrapper for irrlicht?[/quote

That makes it kind of complicated, I'm not aware of any .NET wrappers for these physics engines, although they could exist (maybe someone else on the forum knows of any?)

Just out of interest, which .NET wrapper for irrlicht are you using?
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

IrrlichtLime 0.7
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

hungryninja wrote:IrrlichtLime 0.7
Do you have any experience with C++?
I mostly advise people on these forums who use other languages to switch to C++, since I've been in a similar situation, my main language when I started out with irrlicht was C# (this was back when there was a very up-to-date official .NET wrapper for irrlicht available) and I noticed soon enough that I didn't have the full power of irrlicht in this language, nor was it easy to add additional functionality, like physics engines

Maybe you should consider this also, the step from C# to C++ isn't that big, the syntax changes aren't drastic, and the only real hurdle is learning how to manage without dynamic garbage collection
Last edited by Radikalizm on Wed Feb 09, 2011 11:01 pm, edited 1 time in total.
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

maybe I'll take a class on C++ once I get to high school
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

There are enough resources on C++ available online, no need to wait until you can take a class

And if you're not in highschool yet, how old are you then? :D
hungryninja
Posts: 26
Joined: Wed Jan 26, 2011 12:13 am

Post by hungryninja »

It isn't a WinAPI window. It's a .NET system.windows.forms window.
Post Reply