irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

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JuggernautIRR
Posts: 21
Joined: Tue Jun 05, 2012 4:42 pm

Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

Post by JuggernautIRR »

Does it have dynamic obstacle avoidance and A* pathfinding ? Please confirm.
qidaozhilong2
Posts: 17
Joined: Sun Apr 01, 2012 3:51 pm

Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

Post by qidaozhilong2 »

i ported irrAI 0.50 to and irrlicht 1.7.3 in a project together
But a little error occurs, who can help me, thanks.

FillMetaSelector.cpp:16 :error:"ESNT_OCT_TREE" is not a member of 'irr::scene'

Plz
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

Post by christianclavet »

Hi,

Changed to this now:
ESNT_OCTREE
Check the API:
http://irrlicht.sourceforge.net/docu/na ... 3434532a52
qidaozhilong2
Posts: 17
Joined: Sun Apr 01, 2012 3:51 pm

Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

Post by qidaozhilong2 »

Thanks, christianclavet.
btw, How about your "first king FPS game" ?
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Re: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]

Post by christianclavet »

Put aside, too ambitious for me for now. I'm improving my skills now on IRB.
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