I made a dungeon set for this concept (link bellow) inspired on the Oblivion pipeline.
http://institute.no.sapo.pt/ca/ph-c.jpg
I was interested in doing some blender blocks for this structure and at the same time study the way they have done it in Oblivion. As you may or may not know Oblivion ...
Search found 194 matches
- Sun Dec 24, 2006 10:28 pm
- Forum: Off-topic
- Topic: Dungeon set inspired in Oblivion art pipeline
- Replies: 0
- Views: 463
- Mon Dec 04, 2006 10:07 pm
- Forum: Irrlicht.NET
- Topic: The Starflight3 project needs Irrlicht.NET programmers
- Replies: 0
- Views: 1404
The Starflight3 project needs Irrlicht.NET programmers
Information about the Starflight3 project can be found here:
http://www.starflight3.org/
The project forums:
http://icc.starflight3.org/
If you are interested in contributing please join the forums and ask for Opie (i'm zingbat in the same forums).
Some information about the project.
The ...
http://www.starflight3.org/
The project forums:
http://icc.starflight3.org/
If you are interested in contributing please join the forums and ask for Opie (i'm zingbat in the same forums).
Some information about the project.
The ...
- Fri Aug 18, 2006 7:06 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Don't you find math conventions annoying?
- Replies: 0
- Views: 905
Don't you find math conventions annoying?
In case you are annoyed with math conventions like me you can find all of it explained in the euclideanspace site:
http://www.euclideanspace.com/maths/standards/index.htm
The ones that apply to Irrlicht are the DirectX ones if im not mistaken.
For Euler angles there are usualy lots of synonims to ...
http://www.euclideanspace.com/maths/standards/index.htm
The ones that apply to Irrlicht are the DirectX ones if im not mistaken.
For Euler angles there are usualy lots of synonims to ...
- Sat Aug 12, 2006 6:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Blender GLSL steep parallax bump mapping
- Replies: 12
- Views: 4278
- Fri Aug 11, 2006 2:44 am
- Forum: Open Discussion and Dev Announcements
- Topic: What about a hashmap in irr::core?
- Replies: 3
- Views: 1181
It's easier if you just study these that are already made in a pro way and add whatever you want:
http://www.cs.fiu.edu/~weiss/dsaa_c++3/code/
http://www.cs.fiu.edu/~weiss/#dsaac++3
No need to reinvent what is already invented.
http://www.cs.fiu.edu/~weiss/dsaa_c++3/code/
http://www.cs.fiu.edu/~weiss/#dsaac++3
No need to reinvent what is already invented.
- Thu Aug 10, 2006 7:59 pm
- Forum: Open Discussion and Dev Announcements
- Topic: irrAllocator unnecessary?
- Replies: 7
- Views: 1239
- Thu Aug 10, 2006 12:39 pm
- Forum: Open Discussion and Dev Announcements
- Topic: irrAllocator unnecessary?
- Replies: 7
- Views: 1239
- Thu Aug 10, 2006 11:52 am
- Forum: Open Discussion and Dev Announcements
- Topic: Blender GLSL steep parallax bump mapping
- Replies: 12
- Views: 4278
- Wed Aug 09, 2006 9:20 am
- Forum: Open Discussion and Dev Announcements
- Topic: How much time does it takes you to compile Irrlicht?
- Replies: 21
- Views: 3151
- Tue Aug 08, 2006 7:01 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Interchange mesh format and binary dependent format strategy
- Replies: 1
- Views: 649
Interchange mesh format and binary dependent format strategy
The typical way of working to handle the mess of different mesh formats that i see in many engines is supporting an interchange format and a binary format that is dependent on each engine version (almost like a serialization of the engine classes) for the fastest loading possible, then either have ...
- Tue Aug 08, 2006 6:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: How much time does it takes you to compile Irrlicht?
- Replies: 21
- Views: 3151
I hope this posting is meant to be a joke in some way. Are you really concerned about compilation time?
Only for curiosity don't worry. Im quite happy with Irrlicht compilation time. This is probably the samller and faster to compile engine (with a good set of features) on the net as you may very ...
Only for curiosity don't worry. Im quite happy with Irrlicht compilation time. This is probably the samller and faster to compile engine (with a good set of features) on the net as you may very ...
- Tue Aug 08, 2006 2:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: How much time does it takes you to compile Irrlicht?
- Replies: 21
- Views: 3151
How much time does it takes you to compile Irrlicht?
I have compiled it with with CodeBlocks in 4 minutes and 30s with a P4 3Ghz and 2Gb ddr ram.
The biggest ofenders to compilation time are the mesh loaders.
Can we get this value even lower than this?
Heres one sugestion Ogre and Panda3d use its own mesh format and any other format is converted ...
The biggest ofenders to compilation time are the mesh loaders.
Can we get this value even lower than this?
Heres one sugestion Ogre and Panda3d use its own mesh format and any other format is converted ...
- Mon Aug 07, 2006 2:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Blender GLSL steep parallax bump mapping
- Replies: 12
- Views: 4278
Well if you use this shader for example. Someone used it with Blender but i don't remenber the thread.
http://graphics.cs.brown.edu/games/Stee ... x/#shaders
http://graphics.cs.brown.edu/games/Stee ... x/#shaders
- Mon Aug 07, 2006 1:47 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Animation requirements to support inventory swaping
- Replies: 0
- Views: 923
Animation requirements to support inventory swaping
I have some hard animation requirements for a remake im working on. I don't mind to wait until someone implements this stuff if Irrlicht can't do it so lets get on with the requirements.
The creatures tha need to be animated are these:
http://institute.no.sapo.pt/dfmonst.png
I haven't choose the ...
The creatures tha need to be animated are these:
http://institute.no.sapo.pt/dfmonst.png
I haven't choose the ...
- Sat Aug 05, 2006 4:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Blender GLSL steep parallax bump mapping
- Replies: 12
- Views: 4278