Search found 13 matches

by neoIxen
Mon Jul 20, 2009 12:03 am
Forum: Everything 2d/3d Graphics
Topic: WIP: 2D Concept
Replies: 19
Views: 6360

omg!
that mokey rocks!
could you upload bigger version if you don't mind me printing it on a shirt? :wink:

regarding the other pics: nice style, i love it.
by neoIxen
Fri Jul 10, 2009 12:51 am
Forum: Everything 2d/3d Graphics
Topic: Remaking the irrlicht's fairy
Replies: 70
Views: 38978

about time for sydney and the fairy to get some updates ^^
but if you wait a bit longer for makehuman 1.0 Beta1 there will be a lowpoly export function. (still waiting for Alpha3 though -.-)
and for the wings some simple planes with a transparent texture would look good, too. (see-through wings ...
by neoIxen
Thu May 14, 2009 2:26 pm
Forum: Project Announcements
Topic: Codename:CrazyWorld [SCREENSHOTS UP!!]
Replies: 15
Views: 5419

same here...

Image

it's funny though ^^
by neoIxen
Wed Apr 30, 2008 8:51 pm
Forum: Bug reports
Topic: imprecise normalizing in vector3ds
Replies: 2
Views: 840

i don't know what i needed it for but I once came across with this while using integer vectors and had to rewrite it ^^

but ur right it's not necessary to change at all...
and yes i fear f64.. it's bad!
just kidding... that would also do the job ^^

neoIxen
by neoIxen
Wed Apr 30, 2008 2:02 pm
Forum: Bug reports
Topic: imprecise normalizing in vector3ds
Replies: 2
Views: 840

imprecise normalizing in vector3ds

Hi,
this isn't a bug at all but i think this should be done because it's pretty imprecise.


vector3d<T>& normalize()
{
T l = X*X + Y*Y + Z*Z;
if (l == 0)
return *this;
l = (T) reciprocal_squareroot ( (f32)l );
X *= l;
Y *= l;
Z *= l;
return *this;
}


should be:


vector3d<T>& normalize ...
by neoIxen
Sun Feb 17, 2008 12:32 pm
Forum: Project Announcements
Topic: Virtual Cubemapping demo
Replies: 49
Views: 9983

I cannot open the zip-file with my 7zip :?
but it looks cool on that pic ^^
by neoIxen
Thu Jan 31, 2008 9:23 pm
Forum: Code Snippets
Topic: skeletal human animations [UPDATED]
Replies: 108
Views: 113081

this one is one of my favourite code snippets :wink:

I really like it, but it lacks of a frame-limitation...
If i don't activate vertical sync. (constant 60fps) in my nvidia driver the guy runs with speed of light :P
Since this is based on irrlicht ("licht" == "light" ^^) it's not bad and show ...
by neoIxen
Sat Jan 12, 2008 3:39 pm
Forum: Off-topic
Topic: Recommendations for a good and easy FREE IRC client?
Replies: 10
Views: 1326

Miranda is my favourite ;)
open source and you can customise nearly everything ^^
http://www.miranda-im.org/
by neoIxen
Mon Oct 08, 2007 11:25 am
Forum: Code Snippets
Topic: Entity scenenode (aka the do-nothing-SceneNode )
Replies: 10
Views: 4654

Nice!

I also wanted to create something like this but a bit more complex like in the quake-engine's entities.
There you have a name for every property like "target" and a value like "door". The engine then knows if you trigger that entity the target "door" is activated or rather opened.

So my node ...
by neoIxen
Fri Jun 08, 2007 10:02 pm
Forum: Open Discussion and Dev Announcements
Topic: IrrLicht run Speeds.
Replies: 8
Views: 1387

Another thing is the core::list speed...
Those list-loops are often used in IrrLicht:
list<ISceneNode*>::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
{
(*it)->doStupidThings();
}


But if there are many members in the list it's slow...
I do my things with arrays :wink ...
by neoIxen
Mon Jun 04, 2007 3:13 pm
Forum: Everything 2d/3d Graphics
Topic: My first irrlicht rendered level
Replies: 21
Views: 5287

Do you know 'Final Fight'?
It's an old snes Beat'em up ;)

You can play with a friend against street gangs and so.

Your screenshot make me think of the underground/canalisation areas of that game ^^

Those were the days XD
by neoIxen
Fri Jun 01, 2007 10:10 pm
Forum: Off-topic
Topic: Shader language for OpenGL
Replies: 1
Views: 458

Shader language for OpenGL

Hi,

I programmed shaders in GLSL up to now.
I just started programming shaders in ARB and I wonder if it is more compatible than GLSL or is there no difference.
Somewhere I read that ARB shaders even work on some GeForce 1 cards.

Is GLSL the same after it is compiled or is ARB really more ...
by neoIxen
Fri Mar 16, 2007 4:19 pm
Forum: Bug reports
Topic: [Irr1.3] Strange bugs in PerPixelLightning example
Replies: 8
Views: 1096

[Irr1.3] Strange bugs in PerPixelLightning example

Hey there!
I had just downloaded v1.3 and wanted to check it out :wink:
But in the PerPixelLightning example I came across with some bugs, which i haven't got in v1.2.
I used OpenGL. Unfortunately I can't check out if it works with DX because of my directX driver that has got some strange bugs :lol ...