Where should I start?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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Okashira
Posts: 3
Joined: Sun Aug 06, 2006 11:56 pm

Where should I start?

Post by Okashira »

I am pretty new to C++(though I have worked with C-style languages before) and just downloaded Irrlicht last night. So where should I start? I was thinking about replacing some of the models in the FPS Demo thing with actual Quake II/Quake I models and maybe try and add a crosshair, hud, etc... So should I do that, or would it be better if I just try and start from scratch(I have already done the Hello World tutorial)?

Thanks,
Okashira
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Mikenoworth
Posts: 78
Joined: Sat May 27, 2006 9:24 pm
Location: Logan, UT

Post by Mikenoworth »

If you can handle C++, I would say start with everything. :) Use/test everything in Irrlicht.

For all the basics, you could recreate the examples from scratch, but only using their descriptions and help docs as a reference You can really get to understand how Irrlicht works and brush up on c++. But you should also have some c++ docs with you, I use msdn, it's m$ but has saved me more than a few thousand times.
Stout Beer
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