Hi, I'm pretty new to Irrlicht...
I did the collision tutorial, and it makes pretty gd sense to me, but I have a few questions:
1) Is collision only that easy when its a bsp map? bacause when i replaced it with a .x world, i fell through the floor
2) How would i set collision with objects in the world, such as the faeries in the tutorial?
3) whats the best way to do user input, like if escape is pressed, exit? Cause the input tutorial showed a very bad method of user input and didnt make much sense
THANKS!!!!
Collision HELP!
1) It should be that easy as every format is internally just a bunch of vertices and other geometry data. I think you're modifying the Collision tutorial (nr 7)? Then your problem could be caused by the "q3node->setPosition(core::vector3df(-1370,-130,-1400));" line. Try removing it.
2) This has been described previously already somewhere in the forums. Try searching.
3) Maybe have a look at the Techdemo, it's shows how to do this.
2) This has been described previously already somewhere in the forums. Try searching.
3) Maybe have a look at the Techdemo, it's shows how to do this.
Its only got scope for the main.cpp. This means that you will have to pass it to other functions as a parameter, I usually take a copy of it in classes where it is going to be used alot.
I'd tell you a little more about scope, but you should be able to find information about it within a help file, and if not then you defo can at MSDN within there help files.[/quote]
I'd tell you a little more about scope, but you should be able to find information about it within a help file, and if not then you defo can at MSDN within there help files.[/quote]
Well you'd get a compiler error if you tried to compile that because your returning an ISceneManager rather than an integer.
Not sure whether thats really the best way to do because you've got the overhead of calling the get function everytime you want the Smgr, and aslo your creating a new instance of it everytime as well. Also it wouldn't work because you need the device, so that would have to be passed in all the time too... Its kinda getting compilcated even as I'm thinking about it.ISceneManager* getSmgr()
{
ISceneManager::* smgr = mp_Device->getSceneManager();
return smgr;
}