Have anyone made a good example for beginners?
Like importing fun stffs like a physic engine, with ragdoll simulations and other cool effects?
Irrlicht is totally new for me, but i know C++ and game programming.
But not with Irrlicht and a physic engine... What engine is best? (Im using Dev-C++ , and i have heard that Newton doesn't work very good in Dev-C++)
I want a good way to learn Irrlicht (an intressting way) I know that the proffesionals knows where I should start.
I am trying to make a game that will be as realistic and fun as it can be. I think the more realistic a game is the more fun, and the more cool effects it can add to the gameplay (like a good physicengine, so you can grab anything and trow anything)
So a teacher whould be awesome, but thats too much.. But can someone please tell me where to start on this path in Irrlicht?
I need help with alot of stuffs! please help!
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- Posts: 13
- Joined: Wed Sep 28, 2005 5:15 pm
- Location: sweden
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- Posts: 13
- Joined: Wed Sep 28, 2005 5:15 pm
- Location: sweden
The newton tutorials dont work well with mingw. Using the engine itself is no differnt with mingw and vc++.(Im using Dev-C++ , and i have heard that Newton doesn't work very good in Dev-C++)
Not to start an argument here, and I've never tried ODE so I'm not qualified to speak on its merits, but in my experience Newton is stable in both ways. Bugs are few and fiexed quickly. It is also physically stable, every comparison I have read shows Newton to have a more physically accurate and stable solver than ODE. The big advantage of ODE of course is that its open source and it is, I beleive, faster than Newton.Besides ODE is older, more stable
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
gravitation is not realistically simulated. there is no attraction between masses. I know of no physics engine that does this. A body with infinte mass will be static because it will never accelerate
a=f/m
divide any force by infinite mass and you have 0 acceleration.
a=f/m
divide any force by infinite mass and you have 0 acceleration.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars