Search found 1424 matches
- Sat Mar 20, 2010 5:56 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month March 2010 [Winner announced!]
- Replies: 40
- Views: 21918
- Wed Mar 17, 2010 3:46 am
- Forum: Bug reports
- Topic: [fixed]toSColor() not accurate
- Replies: 6
- Views: 1433
The speed increase would be minimal, but I don't think that core::round_ should be used. The behavior of a cast from a positive floating-point value to an unsigned integer is truncation i.e. floor . So I think an explicit addition of 0.5 should be added. core::round_ adds 0.5 to value, casts it to a ...
- Mon Mar 15, 2010 2:35 am
- Forum: Competition Time!
- Topic: Screenshot of the Month March 2010 [Winner announced!]
- Replies: 40
- Views: 21918
I guess you know what I mean
ehh..not really xD
Basically what he was saying is that this is screenshot of the month, not project of the month; implying that a development project that isn't graphically appealing isn't appropriate for this topic, and is in fact more appropriate for a thread such ...
ehh..not really xD
Basically what he was saying is that this is screenshot of the month, not project of the month; implying that a development project that isn't graphically appealing isn't appropriate for this topic, and is in fact more appropriate for a thread such ...
- Thu Mar 11, 2010 3:42 pm
- Forum: Off-topic
- Topic: The forum won't work in Google Chrome.
- Replies: 12
- Views: 2167
- Tue Mar 09, 2010 11:32 am
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 3413
I don't mean to beat a dead horse. I'm fine with the current convention as it is defined; I'm just glad I know now for future reference. But http://msdn.microsoft.com/en-us/library/ee417304(VS.85).aspx (D3DXMatrixMultiply) is defined as "the transformation M1 followed by the transformation M2 (Out ...
- Mon Mar 08, 2010 8:27 am
- Forum: Beginners Help
- Topic: I want Irrlicht, they want Ogre
- Replies: 14
- Views: 5181
- Sun Mar 07, 2010 6:48 pm
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 3413
- Sun Mar 07, 2010 4:22 am
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 3413
- Wed Mar 03, 2010 12:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Qt Creator support
- Replies: 1
- Views: 1329
- Mon Mar 01, 2010 4:25 am
- Forum: Game Programming
- Topic: UDK or my own Costum GameEngine?
- Replies: 12
- Views: 6237
You have a multitude of options: UDKProgramming , Getting Started , UnrealScript Reference , etc. All the documentation is written by Epic Games themselves, or approved by them. It's cross-referenced as well, so feel free to click through as much information as possible. It will take a good bit of ...
- Mon Mar 01, 2010 2:18 am
- Forum: Game Programming
- Topic: UDK or my own Costum GameEngine?
- Replies: 12
- Views: 6237
- Sun Feb 28, 2010 5:28 am
- Forum: Beginners Help
- Topic: Difference between Octree and mesh
- Replies: 3
- Views: 824
To get some conceptual information about it you could check out this page on octrees . Essentially they build the assertion that if a node isn't visible, then it's children are not visible. They can be used for other things as well besides just visibility algorithms. Furthermore, they are akin to ...
- Thu Feb 25, 2010 6:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Drawing 2D Splines
- Replies: 7
- Views: 2901
- Wed Feb 24, 2010 7:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Drawing 2D Splines
- Replies: 7
- Views: 2901