Search found 48 matches
- Sat Dec 05, 2015 11:23 am
- Forum: Beginners Help
- Topic: Best way to handle gameobjects and sceneobjects?
- Replies: 20
- Views: 3027
Re: Best way to handle gameobjects and sceneobjects?
I would say you're talking about game engine subsystems (sound, physics and so on). A game entity component for me is a health component or a shield component which is attached to on or more gameobjects and represents everything related to health or shield properties. Basically just an encapsulation...
- Thu Dec 03, 2015 5:09 pm
- Forum: Beginners Help
- Topic: More questions regarding scenenodes
- Replies: 10
- Views: 1023
Re: More questions regarding scenenodes
Well, to be exact, you can create them all at once and then detach them from the scene graph, but at your scale that would be really wasting memory. I've had already other memory issues and switched to a x64 build. :roll: I'll create a 2d grid, position of my objects just differ on 2 axis, and crea...
- Thu Dec 03, 2015 5:00 pm
- Forum: Beginners Help
- Topic: Best way to handle gameobjects and sceneobjects?
- Replies: 20
- Views: 3027
Re: Best way to handle gameobjects and sceneobjects?
Maybe you should open an thread on you own and ask your questions. You could post there how you think your CEntity class should look like and the discuss your decision.
- Wed Dec 02, 2015 4:44 pm
- Forum: Beginners Help
- Topic: More questions regarding scenenodes
- Replies: 10
- Views: 1023
Re: More questions regarding scenenodes
Ok thanks.
Looks like that I've to play around a bit and try some things. I was hoping that I can create all scenenodes at start. Now I've to rewrite some things. Currently I'm sick, so I think next week I can go on.
Looks like that I've to play around a bit and try some things. I was hoping that I can create all scenenodes at start. Now I've to rewrite some things. Currently I'm sick, so I think next week I can go on.
- Wed Dec 02, 2015 4:43 pm
- Forum: Beginners Help
- Topic: Best way to handle gameobjects and sceneobjects?
- Replies: 20
- Views: 3027
Re: Best way to handle gameobjects and sceneobjects?
To which problem? This question here or the question in the other thread?AReichl wrote:> After I asked how to handle GameObjects and their SceneNodes, i've got a new problem.
SO - what's the solution???
Regarding the qustion in this thread I've given my GameObject a Pointer to a scenenode.
- Sat Nov 28, 2015 5:03 pm
- Forum: Beginners Help
- Topic: More questions regarding scenenodes
- Replies: 10
- Views: 1023
Re: More questions regarding scenenodes
Mh ok.
That means one scenenode equals one draw call?
But with my example sphere mesh I just can create 238 scenenodes at once before going out of userspace memory (32bit). Are 40k polys per mesh are many? I've no experience with that.
That means one scenenode equals one draw call?
But with my example sphere mesh I just can create 238 scenenodes at once before going out of userspace memory (32bit). Are 40k polys per mesh are many? I've no experience with that.
- Sat Nov 28, 2015 10:09 am
- Forum: Beginners Help
- Topic: More questions regarding scenenodes
- Replies: 10
- Views: 1023
Re: More questions regarding scenenodes
I don't want to draw 150k Objects at once. But I'll want to have that much objects or more in total. So I have to create and destroy scenenodes the whole time?hendu wrote:150k draw calls = you will have 0.05 fps. On a supercomputer.
- Sat Nov 28, 2015 8:08 am
- Forum: Beginners Help
- Topic: More questions regarding scenenodes
- Replies: 10
- Views: 1023
More questions regarding scenenodes
After I asked how to handle GameObjects and their SceneNodes, i've got a new problem. I thought I create all SceneNodes at startup and let irrlicht do the rest. But it looks like that this isn't working. I've load a Model and want to create 150000 SceneNodes with this Model. But I get a exception af...
- Tue Nov 24, 2015 3:58 pm
- Forum: Beginners Help
- Topic: Best way to handle gameobjects and sceneobjects?
- Replies: 20
- Views: 3027
Re: Best way to handle gameobjects and sceneobjects?
Thank's for you replies.
Looks like that my decision to create a std::map<ISceneNode*, IGameObject*> was a good way. The only thing I added now is a pointer of ISceneNode to my IGameObject to access all objects easily.
Looks like that my decision to create a std::map<ISceneNode*, IGameObject*> was a good way. The only thing I added now is a pointer of ISceneNode to my IGameObject to access all objects easily.
- Mon Nov 23, 2015 4:55 pm
- Forum: Beginners Help
- Topic: Best way to handle gameobjects and sceneobjects?
- Replies: 20
- Views: 3027
Best way to handle gameobjects and sceneobjects?
First of all my english in writing isn't perfect. :) I'm a professional developer but no professional game developer. Developing games is more like a hobby. So now my question. What's the best way to handle gameobjects and their corresponding sceneobjects? Sounds a bit general? I'll give an example....
- Sat Jan 08, 2011 12:14 pm
- Forum: Beginners Help
- Topic: Help, 3D Cube isn't drawn
- Replies: 5
- Views: 451
- Fri Jan 07, 2011 10:49 pm
- Forum: Code Snippets
- Topic: static IrrlichtHelper class
- Replies: 2
- Views: 1046
static IrrlichtHelper class
It's to avoid passing parameters like IrrlichtDevice*, ISceneManager* and so on. Maybe this isn't new, but I'll post it. Could be easy extended. irrlichthelper.h #pragma once #include <irrlicht.h> using namespace irr; using namespace core; using namespace scene; using namespace video; using namespac...
- Fri Jan 07, 2011 7:27 pm
- Forum: Beginners Help
- Topic: Help, 3D Cube isn't drawn
- Replies: 5
- Views: 451
I love games like Jagged Alliance, so the idea is first to create a map/terrain and render it. Did this with SDL and it works fine, with correct sprites, but I'm not an artist so get a free Model is easier (for me) than to create a sprite. Now I tried this with real 3D graphics, to zoom, rotate etc....
- Fri Jan 07, 2011 4:50 pm
- Forum: Beginners Help
- Topic: Help, 3D Cube isn't drawn
- Replies: 5
- Views: 451
I've uploaded a few pics, each 160k. http://www.bilderload.com/bild/78404/1cubePDCS5.jpg http://www.bilderload.com/bild/78405/2cubeYVRB9.jpg http://www.bilderload.com/bild/78406/3cubeCGNA3.jpg The second cube is correct behind the first. The third should be behind the second. Plane is at 0,0,0 1st c...
- Fri Jan 07, 2011 2:37 pm
- Forum: Beginners Help
- Topic: Help, 3D Cube isn't drawn
- Replies: 5
- Views: 451
Help, 3D Cube isn't drawn
First, my english in writing isn't perfect. I've a plane, with one texture and 3 cube boxes on it, but the third box (cube3) isn't drawn. Here's my code. Any advice? #include "Application.h" Application::Application(void) { _zoomFactor = 400; } Application::~Application(void) { } void Appl...