Search found 26 matches

by slaaitjuh
Tue Apr 27, 2010 12:30 pm
Forum: Game Programming
Topic: Game developers survey
Replies: 1
Views: 1514

Game developers survey

Hello UDK members! My name is Jan and I am not new here, but been long gone. I am currently doing my final teases for my university, and have to do a survey + results along with that. My intrest is to find habbits and needs for different kind of game companies, and to research what kind of financial...
by slaaitjuh
Sun Sep 30, 2007 11:17 am
Forum: Advanced Help
Topic: Terrain LOD
Replies: 0
Views: 530

Terrain LOD

Hey guys, for 'fun' iwas just making my own terrain thing. It loads all the heights etc from a heightmap just like irrlicht does. Now i wanted to make LOD, so i just thought i'd make the loop have an OFFSET of pow(2, lod) which for lod one would devide terrain in two making the ttriangles twice the ...
by slaaitjuh
Sun Sep 23, 2007 9:58 am
Forum: Beginners Help
Topic: Beginner's Questions about Terrains / Outdoor maps
Replies: 12
Views: 944

you should write a mod on the terrain scene node allowing holes in the map where you can put bsp trees that are indoor cave levels.....

that's also better for optimization of your levels etc. Outdoor has to be rendered differently than indoor
by slaaitjuh
Sat Sep 22, 2007 8:52 am
Forum: Beginners Help
Topic: .Mesh [solved]
Replies: 1
Views: 265

.Mesh [solved]

Ok sorry for asking. cause this is probably answered, but the search can't handle a dot, which makes me searching for 'mesh format', you can see the problem here i think? :D

what is .mesh for a file extension? CAn it be loaded in irr?

Jan

solved. Thanks!!
by slaaitjuh
Thu Sep 20, 2007 12:26 pm
Forum: Off-topic
Topic: havok and endorphine
Replies: 3
Views: 734

haha true

'can you hit it from the side as well? wow that's amazing.'

:D
by slaaitjuh
Thu Sep 20, 2007 5:36 am
Forum: Off-topic
Topic: havok and endorphine
Replies: 3
Views: 734

i wasn't trying to hint that this should be made etc i know irrlicht is a 3D Engine specific ;-)

just look at the physics............. damn
by slaaitjuh
Wed Sep 19, 2007 4:04 pm
Forum: Off-topic
Topic: havok and endorphine
Replies: 3
Views: 734

havok and endorphine

have you guys seen this??
http://www.youtube.com/watch?v=3bKphYfUk-M
and
http://www.youtube.com/watch?v=Ae3fgj2x ... ed&search=

stunning............................
by slaaitjuh
Mon Sep 17, 2007 5:14 pm
Forum: Open Discussion and Dev Announcements
Topic: TerrainSceneNode loadHeightMap altering request
Replies: 0
Views: 462

TerrainSceneNode loadHeightMap altering request

Hi! i already posted something about this in the advanced section, but i thought this would be a more appropriate place to post this. I was wondering why in the terrainscenenode the loadHeightMap(string filename) is not a overload of a real loadHeightMap(Texture image), because the way it is used no...
by slaaitjuh
Mon Sep 17, 2007 5:09 pm
Forum: Advanced Help
Topic: Terrain deviding
Replies: 4
Views: 861

yes ok but the adding it is a great option, but it is so easy to make this loading a heightmap an overload of the 'none texture loading' loadHeightMap, that i almost feel ashamed that i have to ask for this...

I will make a post in the request or whatever about this.
by slaaitjuh
Mon Sep 17, 2007 3:16 pm
Forum: Advanced Help
Topic: Terrain deviding
Replies: 4
Views: 861

Ok. I am wondering if this feature can be implented in irrlicht. I think it is even a weird way of a scenenode it's functionallity to load terrain heightmap by itself, rathre then letting the user give the heightmap data, which provides the user a whole large scale of extra functionallity. I think i...
by slaaitjuh
Sat Sep 15, 2007 9:08 pm
Forum: Advanced Help
Topic: Terrain deviding
Replies: 4
Views: 861

Terrain deviding

Hey guys, I am using Irrlicht NET CP but that should not be an issue for this problem. I am currently working with newton and terrain, and i was wondering what the best options are on gaining performance with terrain. i was thinking of actually slicing the heightmap realtime and load each slice as a...
by slaaitjuh
Sun Aug 26, 2007 1:09 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht NET CP integration
Replies: 0
Views: 382

Irrlicht NET CP integration

I can see the benefit of dropping the .net version of Irrlicht and moving it to irrlicht NET CP, so two different teams work independent on both 'engines'. But by dropping it from the main irrlicht stream and making it a different site etc i am afraid the support / knowledge get's lost. I was thinki...
by slaaitjuh
Mon Aug 20, 2007 6:26 pm
Forum: Open Discussion and Dev Announcements
Topic: Directx 10 support
Replies: 8
Views: 1280

sounds all a bit depressing, saying it is so difficult to implent it :-) Previous versions of openGL/dx prob wheren't so different from eachother in design (from their previous versions).


sorry for my bad language, haven't practiced it for a while.
Guess we will just have to wait ;-)
by slaaitjuh
Mon Aug 20, 2007 8:58 am
Forum: Open Discussion and Dev Announcements
Topic: Directx 10 support
Replies: 8
Views: 1280

But seeing the whole picture, with openGL 3 comming up as well, support for surtain things is a must for the Irrlicht engine right? To keep up with the market. The features openGL 3 will support will prob. be not THAT different from dx10, or will it? I am just curious that's why, just curious how fl...
by slaaitjuh
Sun Aug 19, 2007 6:36 pm
Forum: Open Discussion and Dev Announcements
Topic: Directx 10 support
Replies: 8
Views: 1280

ok i understand that. But for starting prospective they could start with implenting futures for buffers etc. Next to that, true that M$ is trying to push the limits everytime just to get $$ but they do push the limits often to get more out of games, even if their goal is $$. Soon enough OpenGL will ...