Search found 194 matches

by elander
Fri Aug 04, 2006 9:35 pm
Forum: Off-topic
Topic: Is the code in this article Irrlicht code?
Replies: 6
Views: 789

wow
by elander
Fri Aug 04, 2006 8:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Does irrlicht have VCacheOptimization?
Replies: 9
Views: 1956

I dont know exactly but i have seen it at some places being discussed or tutorials on it! I got the june 2006 sdk of dx and in the samples there is optimizedmesh! And in there is an option vcache optimized for optimizations and i selected it and it works great with triangle lists! And Strip reorder...
by elander
Fri Aug 04, 2006 7:41 pm
Forum: Game Programming
Topic: irrXML doesn't remove white spaces. Why?
Replies: 4
Views: 2276

I think these decisions should be made into a configurable option. Perhaps you could edit the irrXML source and modify the api then propose your own configuration options.
by elander
Sat Jul 29, 2006 2:11 pm
Forum: Off-topic
Topic: AMD to buy ATI?
Replies: 22
Views: 1477

ATI is evil. If AMD buys it it will become less evil. Maybe even neutral-good. :lol:
by elander
Sat Jul 29, 2006 2:05 pm
Forum: Open Discussion and Dev Announcements
Topic: $15 Question
Replies: 1
Views: 571

That depends a lot on how do you want to interact with the app to do that. If you don't want to code or script and just want to use Autodesk to model a completely interactive physics environment then the only solution would be a engine that fully supports x3d or Collada specification (both are xml f...
by elander
Fri Jul 28, 2006 6:45 pm
Forum: Open Discussion and Dev Announcements
Topic: MD5 loader C++ code for grabbing
Replies: 0
Views: 1789

MD5 loader C++ code for grabbing

Check this page and scroll down until you see "Doom 3's MD5 Viewer (*.md5mesh, *.md5anim), (feb. 1, 2006)". http://tfc.duke.free.fr/ I think this is under the MIT license. Edit: The Blender MD5 importer/exporter and viewer links can be found on the Doom3 sdk page here (browse down until yo...
by elander
Thu Jul 27, 2006 7:53 pm
Forum: Open Discussion and Dev Announcements
Topic: Multitextureing fixed/shader?
Replies: 12
Views: 992

This would help a people a lot making more flexible materials for Irrlicht. Besides a collada translator to C++ another idea could be a app with a simple gui where the user could choose how many textures the material would support and how to blend each texture. It would be simple to generate a mater...
by elander
Thu Jul 27, 2006 6:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Multitextureing fixed/shader?
Replies: 12
Views: 992

omaremad wrote:so shaders in general are not plug and play, pretty much like most c++ code
Yes i know that, but perhaps a program to read a Collada spec and generate the C++ source for the material for people who are not experts in this subject. That way people would bug you less. ;)
by elander
Thu Jul 27, 2006 11:07 am
Forum: Off-topic
Topic: An artist in a programmers world. And how it does suck.
Replies: 12
Views: 1041

I think Im actualy very lucky to be able to model, draw, program in c++ or whatever language and even create some music. This comes from my old Amiga days where i used to make small games and demos with my friends. The problem is that i do all of this about 1/2 slower than anyone who just secializes...
by elander
Thu Jul 27, 2006 10:43 am
Forum: Open Discussion and Dev Announcements
Topic: Multitextureing fixed/shader?
Replies: 12
Views: 992

A much more cool solution would be to load material specs from Collada files. There is already some support for Collada in Irrlicht. This could be used to load any material spec you want (within hardware limits of course). Plus you don't even need to write these materials specs by as FXcomposer and ...
by elander
Wed Jul 26, 2006 12:50 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and Speed
Replies: 19
Views: 1831

A difference of 1:1.6 is too big with or without good drivers, that should be obvious. You can minimize the driver quality differences between ATI and Nvidia. The worst thing to do is for people to cross his arms and blame drivers. It's a nice thing the Ogre main developer thinks that way. Now if he...
by elander
Tue Jul 25, 2006 3:57 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and Speed
Replies: 19
Views: 1831

After all, your way of 'benchmarking' is childish if any. So lets hope you're still that young that you can learn about. You are not reading my posts at all. I never claimed that comparing Irrlicht demo results with an Ogre demo was a benchmark. To me it was a good hint. The only benchmark that i c...
by elander
Mon Jul 24, 2006 6:38 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and Speed
Replies: 19
Views: 1831

elander, exactly: Blame yourself instead of the tool. Your naive "benchmarking" approach is totally meaningless. You can't just take two different super simple scenes that render with 300+ fps and try to draw any conclusions out of it. The differences of 300 and more fps are totally meani...
by elander
Mon Jul 24, 2006 12:14 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht and Speed
Replies: 19
Views: 1831

No it's true. Blame the tool not yourself seams to be the moto when programing game engines these days. It's true that bad drivers complicate things a bit but people use the drivers and api excuse too often. I think the same applies to people who use game engines. This is not an easy tool for anyone...