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effectseverywhere's Introduction

Project Effects Everywhere

Creating a showcase game to showcase our particle system

Setting up Irrlicht

  • Add the Irrlicht sdk in /Irrlicht. So there is at least the bin, include, source and lib.

  • Open EffectsEverywhere visual studio project and check if Irrlicht is in the solution. If it isn't you have to add it doing the following: Solution (right mouse) -> add -> existing solution. Browse to /Irrlicht/source/Irrlicht and select Irrlicht 10.0

  • Check if EffectsEverywhere project has a reference to the Irrlicht project. By clicking right mouse on the EffectsEverywhere project in the solution -> Properties -> Common Properties -> Framework and References. Check if Irrlicht is a reference, otherwise add it with "Add New Reference..."

  • Check if the include is added in the EffectsEverywhere project properties -> C/C++ -> General -> Additional Include Directories. Add ../Irrlicht/include; if it isn't there already.

  • Go to /Irrlicht/bin/Win32-VisualStudio/ and copy the Irrlicht.dll to /Debug if the Irrlicht engine is build in debug mode or in /Release if it is build in release mode.

  • EffectsEverywhere project is now able to run!

Working on the project

Adding a new feature?

  • Create a new branch
  • Build your feature
  • Is everything working in both DEBUG and RELEASE?
  • Create a merge request and assign at least one person
  • This person checks the code and if it runs right
  • If so this person accepts the merge request
  • Feature done

effectseverywhere's People

Contributors

arcomul avatar merkane avatar sieuwerd avatar visserk002 avatar

Watchers

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effectseverywhere's Issues

XML particle effect differs from original effect

Effects loaded through XML seems to differ from the original effect where they are based on. We suspect the difference happens when the XML gets converted. Using the print function in the particle model it should be possible to print out both models and see what is different in the two models.

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