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: 5160

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: 33281

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 woul...
by neoIxen
Thu May 14, 2009 2:26 pm
Forum: Project Announcements
Topic: Codename:CrazyWorld [SCREENSHOTS UP!!]
Replies: 15
Views: 4451

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: 692

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: 692

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() { f32 l...
by neoIxen
Sun Feb 17, 2008 12:32 pm
Forum: Project Announcements
Topic: Virtual Cubemapping demo
Replies: 49
Views: 7706

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: 66891

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 no...
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: 882

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: 4223

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 ...
by neoIxen
Fri Jun 08, 2007 10:02 pm
Forum: Open Discussion and Dev Announcements
Topic: IrrLicht run Speeds.
Replies: 8
Views: 1144

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: ISceneNode...
by neoIxen
Mon Jun 04, 2007 3:13 pm
Forum: Everything 2d/3d Graphics
Topic: My first irrlicht rendered level
Replies: 21
Views: 4568

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: 386

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 compatible...
by neoIxen
Fri Mar 16, 2007 4:19 pm
Forum: Bug reports
Topic: [Irr1.3] Strange bugs in PerPixelLightning example
Replies: 8
Views: 768

[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:...