Search found 122 matches

by agi_shi
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...
by agi_shi
Mon Feb 23, 2009 1:27 am
Forum: Off-topic
Topic: XYZ coordinates
Replies: 10
Views: 2514

Re: XYZ coordinates

MarcinS wrote: Image

becosue in my Physics classes (studies) we use such version :

Image
Those two are the same coordinate systems. The second image is just rotated.
by agi_shi
Wed Jul 16, 2008 7:56 pm
Forum: Game Programming
Topic: KeyMapping, UserActions and LUA
Replies: 2
Views: 1466

Google Luabind.
by agi_shi
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...
by agi_shi
Sun Jun 29, 2008 2:00 am
Forum: Code Snippets
Topic: Displaying Newton's ConvexHull in Irrlicht
Replies: 4
Views: 1756

Sudi wrote:there is a better way to do this.
just use the dofor allbodies command and then draw lines for each newton object.
Not necessarily. The above code creates an actual mesh from a Newton collision object. Your suggestion doesn't create a mesh, it only draws a wireframe over-view.
by agi_shi
Sat Jun 28, 2008 3:50 pm
Forum: Code Snippets
Topic: Displaying Newton's ConvexHull in Irrlicht
Replies: 4
Views: 1756

Useful indeed, but only available in Newton Archimedia (not 1.53).
by agi_shi
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...
by agi_shi
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...
by agi_shi
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...
by agi_shi
Sun Jun 15, 2008 11:20 am
Forum: Code Snippets
Topic: Per Face Culling
Replies: 42
Views: 19004

@agi_shi : when you are saying "winding order culling" you are referring to the backface culling ? node->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true); specifically this flag ? which as far as i can understand is described in this link : http://msdn.microsoft.com/en-us/library/bb204...
by agi_shi
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...
by agi_shi
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)?
by agi_shi
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...
by agi_shi
Sun Apr 06, 2008 10:43 pm
Forum: Open Discussion and Dev Announcements
Topic: Why doesn't Irrlicht use STL?
Replies: 142
Views: 17663

also @ CuteAlien: I think you're both missing the point here. It doesn't matter whether a "quick look" at the source reveals the bug or not - there's too many places for "quick looks". The C++ standard library is already looked at , it's got all of this fixed for you , and it is...
by agi_shi
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...