Search found 104 matches

by Prott
Wed Sep 30, 2009 9:57 am
Forum: Beginners Help
Topic: Irrlicht collision system - gravitation problem
Replies: 3
Views: 1019

Thank you very much! Works like a charm.
PS: I really need to call it that way (because I need to update position in the specific moment during the loop).
by Prott
Tue Sep 29, 2009 4:27 pm
Forum: Beginners Help
Topic: Irrlicht collision system - gravitation problem
Replies: 3
Views: 1019

Irrlicht collision system - gravitation problem

Hello,
I have this code:

player_Collision = smgr->createCollisionResponseAnimator(collisionData, playerNode, core::vector3df(4,18,4),core::vector3df(0,-50,0),vector3df(0,0,0));

and (every render-loop):

player_Collision->animateNode(playerNode,10);

Everything works just fine (every object ...
by Prott
Thu Apr 09, 2009 9:10 am
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

In case you have framerate bigger that 0,0001 fps, seconds are useless I think. :)
by Prott
Wed Apr 08, 2009 8:05 pm
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

Pixel shader has "time" variable (I highly doubt that), or what do you mean?
by Prott
Wed Apr 08, 2009 8:06 am
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

so i have added noise, there is room for improvement (using more sophisticated functions to make animated "changing noise"). At the moment the noise is static.
You can always implement noise by putting 2D billboard in front of camera (either moving or with animated texture). But shader is shader ...
by Prott
Sun Apr 05, 2009 11:37 am
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

Not so easy. You need to get a random value (for a random noise) for each pixel (so you can`t use callback).
by Prott
Sat Apr 04, 2009 10:21 pm
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

It`s like a real camera. When a scene is too dim, the electronic amplify the CCD`s output, so it starts to degrade the image quality in some way (you can simulate it by adding noise texture over the current render). On the other hand - it simulates a real camera, not a real eyes. You hardly ever see ...
by Prott
Sat Apr 04, 2009 9:35 pm
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

It works, but it`s not HDR (high dynamic range lightning). It`s a glow (only one part of HDR process - others are saving lighting values with range above 255 "steps", rendering only some portion of that and adding noise to dark areas). But don`t worry .. I`m using it too. :wink:
by Prott
Sat Apr 04, 2009 5:17 pm
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

devsh wrote:HDR
So you are actually using expanded colorspace?
by Prott
Wed Apr 01, 2009 7:49 am
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

So the fact of the matter is that my depth of field shader cannot be processed any faster than 74FPS.

Interesting .. what shader are you using? You could take advantage of that shader by using low detail/high detail models according to the intensity of bloom.

(Why buy quad cores, people ...
by Prott
Tue Mar 31, 2009 3:41 pm
Forum: Project Announcements
Topic: Project Ninja Star - help wanted - ported to windows on 26th
Replies: 213
Views: 58705

That`s pretty small amount of FPS. Either your game looks like Crysis or there`s some problem with optimalization. :)
Try to reduce polygons on models ... or dynamic LOD. It could help. Also - I saw water shader in your examples - try to use two kinds of models. High detail for "real" world and low ...
by Prott
Sun Mar 29, 2009 4:11 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 168060

Thanks ... I don`t know what to do - I never compiled a dll before.
My program is in C++ (.net 2005), but IrrNewt project is for Code::Blocks. So I tryed to compile my own dll, but it still doesn`t work.
by Prott
Fri Mar 27, 2009 5:42 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 168060

You`re welcome.
Thanks for the lib. I`m sorry, but could you please send IrrNewt.lib? :oops:
by Prott
Fri Mar 27, 2009 4:25 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 168060

Thanks,
I found this:

world_material = p_world->createMaterial();
scene::IMesh* world_mesh = smgr->getMesh("media/level/20kdm2.bsp")->getMesh(0);
scene::ISceneNode* world_node = smgr->addOctTreeSceneNode(world_mesh);
p_world->createBodyAuto(world_node,world_mesh)->setMaterial(world_material);
To ...
by Prott
Fri Mar 27, 2009 3:50 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 168060

Did you try to set the node only for collision. I can`t use irrnewt now (because I don`t have proper DLLs for Irrlicht 1.5), but I remember something like that (for level collision, etc.).

Do you have those DLLs? Then I could give you exact name of this function.