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These people should be ignored.
You do not have any problem with your code, simply you dont know anything for nothing.
Learn C + + and then give us a call, ok?
BYE.
Never mind.serengeor wrote:Sorry I'm a bit forgetful. I read that when I wrote my first post in this thread and forgot it right now.
I don't think I need to use a physics engine.serengeor wrote:A simple suggestion would be to write a wrapper for physics engine.
Code: Select all
// get intersection point with map
const scene::ISceneNode* hitNode;
if (sm->getSceneCollisionManager()->getCollisionPoint(
line, selector, end, triangle, hitNode)
Do not be mad at me, I didn't say that.TheMrCerebro wrote:Say clearly that you want that we build the code of your game.
I know this is not sympathetic attitude to write a program, but as I said I have no choice, I have to ask if I get stuck.thoma91 wrote:if you just can say: "This isn't enough time" or "Try to learn more" or "Figure it out yourself", don't even bother with it.
if you don't realize the importance of using a physics engine and would rather use a debug physics system ( in this case, irrlichts' VERY slow collision detection ) then you're not going to get very far before you realize your mistake and end up having to tear apart your source and restart from scratch.I don't think I need to use a physics engine.
Collision with walls is solved.
Collision with enemy is solved.
The projectile can collide with the walls, see in Demo example..
..and if it can collide with walls, it can collide with enemies too. That's all I need I think, and Irrlicht itself can handle these.