My youtube video is too blotchy to be worth linking too, here's the dodgy exe. Even though it goes spastic you can still see (sort of) what its supposed to do.
That is pretty glitchy. The collision seemed accurate though and I didn't get hung up on things which is more than I could say for Irrlicht's terrain node. I got ~200 FPS the whole time on my GeForce 7900 GS
I would just like to say that C++ is the worst language I have ever had to code in. I could of had this tiling thing going 10 times over by now if I was doing it in php, actionscript or even javascript.
That probably means you haven't spent the time learning how C++ works i imagine . It's not exactly a language you can pick up straight away, it takes quite some time to learn the ins and outs of it!
@lostclimategames: There are much more that count as basics..
Nevertheless check this site before you continue work on your code/algorithm.
P.S
actionscript / javascript are sooo not like C++. It's like saying "hey I could write stuff in HTML and it worked almost 100% of the time but now I need to actually think about what I'm coding.." . C++ is powerful if you know how to use it so instead of playing with it for days you can use the same time to Learn how to use it wisely then those games you're doing with it would make sense. Just my 2 cent.
Yeah I know, I just let it get to me is all, also I had a project I wanted to use it for but the deadline was completely unrealistic. I've now changed that project to just use something else that someone else has already built, so the pressures off.
To be honest, I think I'll just stop working on this for now and do hello worlds for a couple of months.
If you don't understand pointers then you're really not ready to be coding anything ambitious or even using irrlicht really... they're a very important part of c++ and there's lots of sites explaining them and their uses if you google it.
Well, there's also the C# wrapper for Irrlicht, which would make programming without pointers possible. But pointer handling is not really that much different from references, one should be able to get a proper understanding of it in reasonable time.
The remaining problem in my terrain tiling is caused by sloppy indexing of elements in dynamic arrays and something dodgy in the interlocking calculations, I'm pretty sure I've chased down all my sloppy pointer problems. Notice I'd identified the one above before I even read hybrids pointing out of the obvious (har its a pun get it?).