Search found 46 matches
- Mon Feb 22, 2010 10:08 am
- Forum: Project Announcements
- Topic: cAudio 2.0.0 Release!
- Replies: 27
- Views: 7809
Thanks but im not the only one who's responsible. Dark_Kilauea and I have put alot of hours behind this release. I believe we put managed to squeeze every feature request we have gotten into 2.0.0 what :o thats not what you told me you said you did this single handed :P LOL j/k Great job guys.. I'v...
- Wed Aug 12, 2009 3:48 am
- Forum: Open Discussion and Dev Announcements
- Topic: Pimp irrlicht website
- Replies: 114
- Views: 25002
- Wed Aug 12, 2009 2:22 am
- Forum: Open Discussion and Dev Announcements
- Topic: Pimp irrlicht website
- Replies: 114
- Views: 25002
Alls I have to say is it's 2009 not 1995 and it's time the website reflected that. People judge a book by it's cover, unfortunitly.. and in this case Irrlicht's cover is the website. It took me and krabbo less then day to setup our site. We used drupal, have light box, dynamic changing screen shots ...
- Fri Oct 03, 2008 3:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: RFC on new flexible ILightManager
- Replies: 54
- Views: 12392
w00t :D Sorry for not reply'n earlier. we ere with out power for about 25 hours. Big fire near our place. http://www.cbc.ca/canada/british-columbia/story/2008/10/01/bc-surrey-spectacular-fire.html ... it was like camping but in our own home :P Maybe the Light setup method should go into ILightSceneN...
- Wed Oct 01, 2008 3:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: RFC on new flexible ILightManager
- Replies: 54
- Views: 12392
This is pretty awesome :) :D I made a few changes so that we could have both zone lights and others. Performance is great! :D I added a manageType to ILightSceneNode. I added a little doo dad to play with attenuation. See below. void KE_LightManager::setupLight(scene::ILightSceneNode * lnode, KE_LIG...
- Mon Sep 29, 2008 9:14 am
- Forum: Bug reports
- Topic: OctTree ray test optimization
- Replies: 8
- Views: 2935
very kewl :D Interesting enough we used this routine a lot and is called every CPU tick multiple times. Something changed in the collision from 1.4 to 1.4.1.. Then change didn't work out well for us and slowed things down, so we stuck with 1.4's collision. When I tested this code out we got 5 - 10 f...
- Sat Sep 27, 2008 2:36 pm
- Forum: Code Snippets
- Topic: (C++) File Selector/Dialog v1.1
- Replies: 34
- Views: 15717
Awesome code snippet! :D I made a small change. I wanted to be able to see all filtered files at the same time, as well select them. first change to addFileFilter void CGUIFileSelector::addFileFilter(wchar_t* name, wchar_t* ext, video::ITexture* texture) { SFileFilter filter(name, ext, texture); fil...
- Sat Jun 21, 2008 4:20 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19034
Because I think animated meshes could benefit from this. Tell me if it's nonsense. Animated meshes are changing every frame, so - I guess - they won't benefit from VBOs at all. Hence there this technique could be handy. If I'm not wrong, with hardware skinning, you can upload all the mesh data to y...
- Sat Jun 21, 2008 4:17 am
- Forum: Off-topic
- Topic: Good Bed Time Reading
- Replies: 0
- Views: 488
- Thu Jun 19, 2008 7:58 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19034
So very kewl idea!! I was wanting to something like this for our animation system. So I stuck it in during our weight calculation code to avoid any extra loops. On a Quad Core I was getting 30 extra FPS then normal. So definitely faster on a quad core. On a dual core I get -2 FPS and on a single cor...
- Sat Apr 12, 2008 11:15 pm
- Forum: Project Announcements
- Topic: Krabbit System Wars Alpha
- Replies: 51
- Views: 8559
Couple thoughts... Since we're building KrabbitWorld one piece at a time, which is alot of work for the two of us :P Each title we release is a piece of KrabbitWorld, so we could always use KrabbitWorld in the title. In the history of KrabbitWorld there is the KaRa, the map of existence. Existence c...
- Sat Apr 12, 2008 7:47 am
- Forum: Project Announcements
- Topic: Krabbit System Wars Alpha
- Replies: 51
- Views: 8559
Main menu almost complete.. flow video http://www.gamespot.com/users/lordvarmint/video_player?id=JiMykGP55b0Nvz7d New screen shots at http://shadow.krabbit.com/varmint/ksw_teaser/ We decided to take a little longer to finish polishing stuff before release. We're coming up soon. We're looking to ente...
- Tue Mar 25, 2008 12:50 am
- Forum: Project Announcements
- Topic: Krabbit System Wars Alpha
- Replies: 51
- Views: 8559
We're just putting the finishing touches on the demo now. I've still got a couple camera options to finish up and the Tutorial. Krabbo is just finishing up Teella's new weapon! :D Which is looking mightly nice. I figured I'd take a moment to post the minimum specs and recommended. Minimum Specs: 800...
- Tue Mar 25, 2008 12:46 am
- Forum: Project Announcements
- Topic: Krabbit System Wars Alpha
- Replies: 51
- Views: 8559
- Tue Mar 25, 2008 12:45 am
- Forum: Project Announcements
- Topic: Krabbit System Wars Alpha
- Replies: 51
- Views: 8559
Good points my coloc (coder, competing video game fighter) brought: -RPG elements should have an option to be turned off, or maxed, for all in fight so that those not enjoying the rpg grind can still play and enjoy the game. (that, or make the rpg element affect more the look than the gameplay) Lev...