Search found 122 matches
- Mon Feb 23, 2009 1:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: Ideas on RTRT and PhysX
- Replies: 6
- Views: 1736
I did this with Newton Game Dynamics a while ago: http://img153.imageshack.us/img153/8427/out21024ph8.jpg http://img183.imageshack.us/img183/2527/out104fs3.png Crappy 2 minute AO: http://img3.imageshack.us/img3/7898/out11024.png Took 2 days to write the full thing, multithreaded and all. Then you ge...
- Mon Feb 23, 2009 1:27 am
- Forum: Off-topic
- Topic: XYZ coordinates
- Replies: 10
- Views: 2514
Re: XYZ coordinates
Those two are the same coordinate systems. The second image is just rotated.MarcinS wrote:
becosue in my Physics classes (studies) we use such version :
- Wed Jul 16, 2008 7:56 pm
- Forum: Game Programming
- Topic: KeyMapping, UserActions and LUA
- Replies: 2
- Views: 1466
- Sun Jul 13, 2008 6:22 pm
- Forum: Code Snippets
- Topic: Projectile launch from gun barrel (PhysX)
- Replies: 1
- Views: 2194
Very useful piece of code, I'm sure some people will find it rather helpful. Now, if only Irrlicht didn't use Euler angles for node rotations, you'd be able to do something like this: // if ISceneNode::getRotation() returned a matrix or quaternion core::vector3df vel = barrelNode->getRotation() * co...
- Sun Jun 29, 2008 2:00 am
- Forum: Code Snippets
- Topic: Displaying Newton's ConvexHull in Irrlicht
- Replies: 4
- Views: 1756
- Sat Jun 28, 2008 3:50 pm
- Forum: Code Snippets
- Topic: Displaying Newton's ConvexHull in Irrlicht
- Replies: 4
- Views: 1756
- Tue Jun 17, 2008 12:40 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19004
Re:
I'd encourage you to optimise it! Also, I'd like to see this integrated into Irrlicht. Why? Because I think animated meshes could benefit from this. Tell me if it's nonsense. Animated meshes are changing every frame, so - I guess - they won't benefit from VBOs at all. Hence there this technique cou...
- Mon Jun 16, 2008 12:02 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19004
p.s. whats forward fragment processing ? Fragment shading done on the fly. Meaning, when you render your objects, you render them with all of your lighting and shadowing shaders and what-not right on the spot. With deferred shading, on the other hand, you basically render of the geometry to a textu...
- Sun Jun 15, 2008 5:53 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19004
Yup, definitely faster now. ~590FPS with the per-face culling, which is just about on-par with the native GPU culling. (all of this is with the whole sphere in view) Agreed, this technique would rather help out on powerful CPUs with weak GPUs - but newer GPUs definitely have the raw power to rip thr...
- Sun Jun 15, 2008 11:20 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19004
- Sat Jun 14, 2008 6:11 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19004
497 FPS with per face culling 594 FPS with native hardware vertex winding culling There is no possible way that locking a mesh for thousands of dot products per frame and then re-uploading it to the GPU card is faster than native GPU winding order culling with over drawing. Why? Because these days v...
- Fri Apr 25, 2008 1:28 am
- Forum: Off-topic
- Topic: Radiosity in Real time! (Perfect lighting :-D).
- Replies: 6
- Views: 1203
Didn't Lightsmark do this and much more quite a while ago (via Lightsprint)?
- Tue Apr 08, 2008 7:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 17663
[...] And they are really fast. [...] and to let Irrlicht keep its performance equally everywhere :roll: Irrlicht compiles with 7 (or even more) different compilers [...] Any (good) programmer should be using either mingw/GCC or MSVC; getting something to compile across many (7?!) compilers (many o...
- Sun Apr 06, 2008 10:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 17663
- Sun Apr 06, 2008 8:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 17663
@agi_shi: I've started this thread Because I think Irrlicht should be using STL so don't get me wrong, I'm all on your side about converting Irrlicht to STL. Oh, sorry, it's just the quote that threw me off :lol: I'm only trying to point out the common sense here. Too many Irrlicht users seem to no...