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Adam West

Member Since 11 Mar 2012
Offline Last Active Jan 11 2014 09:57 PM

Posts I've Made

In Topic: Upcoming Unofficial GameDev Competition

18 August 2013 - 05:02 AM

Yeah im keen for this, anyone in need of a programmer for their team or any artists who want to help me?


In Topic: enet not recognising definitions or directory

10 August 2012 - 05:29 AM

In your project properties, there will be a c++ compiler option called something like "additional include directories". You need to add the parent of the 'enet' directory into that list (either as an absolute path, or a relative path from the project file).


exactly, i have set them as a relative path as i said before, but still i get these errors :(

In Topic: enet not recognising definitions or directory

10 August 2012 - 01:53 AM

sure, they are:

Error 1 error C1083: Cannot open include file: 'enet/enet.h': No such file or directory
24 IntelliSense: cannot open source file "enet/enet.h
25 IntelliSense: identifier "enet_initialize" is undefined
26 IntelliSense: identifier "enet_deinitialize" is undefined

i've linked and included everything as the documentation states?

In Topic: physics unhandeled exception

28 June 2012 - 02:33 AM

ive changed it a bit but ithink the problem is

physxManager

->

simulate

(

TimeElapsed

);



here is the updated code


float redNovember::FindElapsedTime()
{
irr::u32 now = device->getTimer()->getTime();
irr::f32 TimeElapsed = (now - then) / 1000.f; // seconds
then = now;[/background][/left][/size][/color]
[color=#666600][size=2][left][background=rgb(250, 251, 252)]return now;[/background][/left][/size][/color]

[color=#666600][size=2][left][background=rgb(250, 251, 252)]void PhysicsManager::StepPhysics()
{[/background][/left][/size][/color]
[color=#666600][size=2][left][background=rgb(250, 251, 252)]float TimeElapsed = FindElapsedTime();[/background][/left][/size][/color]
[color=#666600][size=2][left][background=rgb(250, 251, 252)]  // Set the physics simulation going
  physxManager->simulate(TimeElapsed);

  // Wait for the physics simulation to finish
physxManager->fetchResults();

  // Render Physx debug data
  physxManager->renderDebugData(video::SColor(225,255,255,255));


}


In Topic: open level creator for the masses

20 June 2012 - 04:58 AM


nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it.


Which will actually make it more an "engine" than an "editor"... and, at that point, you'll go against Unity, UDK, CryEngine and all the rest.
The point is that the feature you are quoting as added value over blender have to be implemented in the engine, usually an editor is tightly coupled with the engine it is producing content for..


am i going crazy here.... it could be implemented into an engine, sure but its not!

exporting these things as vectors and matrixes for the sdk inside the engine wrapped by the developer is what im aiming for. its not an engine, its an extended scene file....

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