#include #include "../../IrrLib/IrrLib.h" using namespace std; using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; int main(){ IrrLib Irrlicht(3, 640, 480, 16, false, true, true); Irrlicht.ReadArchive("../../media/map-20kdm2.pk3"); Irrlicht.LoadQ3Level("20kdm2.bsp"); Irrlicht.NodePos(-1300, -144, -1249); //Sets the camera at that x, y, z position Irrlicht.AddFPSCam(); Irrlicht.VisibleCursor(false); int lastFPS = -1; int fps = -1; while (Irrlicht.DeviceIsRunning()) if (Irrlicht.IsActiveWindow()) { Irrlicht.BeginScene(); Irrlicht.DrawAll(); Irrlicht.EndScene(); fps = Irrlicht.GetFPSCount(); if (lastFPS != fps) { stringw str = L"Irrlicht Engine - Quake 3 Map example ["; str += Irrlicht.GetDriverName(); str += "] FPS:"; str += fps; Irrlicht.SetWindowCaption(str); lastFPS = fps; } } Irrlicht.EndIrrlicht(); return 0; //the deconstructor will delete all our dynamic vars so we don't have horriable memory leaks! //That was easy wasn't it? //Everything is now humanreadable, I think your next door neighbor could even figure out whats going on....maybe }