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: 19492
- Wed Mar 17, 2010 3:46 am
- Forum: Bug reports
- Topic: [fixed]toSColor() not accurate
- Replies: 6
- Views: 1081
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: 19492
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 as...
- Thu Mar 11, 2010 3:42 pm
- Forum: Off-topic
- Topic: The forum won't work in Google Chrome.
- Replies: 12
- Views: 1686
- Tue Mar 09, 2010 11:32 am
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 2806
- Mon Mar 08, 2010 8:27 am
- Forum: Beginners Help
- Topic: I want Irrlicht, they want Ogre
- Replies: 14
- Views: 4399
At the end of the day you can push out the same pixels to the screen with Irrlicht as you can with Ogre. A number of things should contribute to your choice for which engine to use, including but not limited to: your experience with the engine, your experience with general graphics programming theor...
- Sun Mar 07, 2010 6:48 pm
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 2806
- Sun Mar 07, 2010 4:22 am
- Forum: Bug reports
- Topic: Matrix multiplication order
- Replies: 9
- Views: 2806
Hmm, you are correct. I guess that would explain why Irrlicht requires that you do: core::matrix4 worldViewProj; worldViewProj = driver->getTransform(video::ETS_PROJECTION); worldViewProj *= driver->getTransform(video::ETS_VIEW); worldViewProj *= driver->getTransform(video::ETS_WORLD); instead of th...
- Wed Mar 03, 2010 12:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Qt Creator support
- Replies: 1
- Views: 1145
- Mon Mar 01, 2010 4:25 am
- Forum: Game Programming
- Topic: UDK or my own Costum GameEngine?
- Replies: 12
- Views: 5350
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 t...
- Mon Mar 01, 2010 2:18 am
- Forum: Game Programming
- Topic: UDK or my own Costum GameEngine?
- Replies: 12
- Views: 5350
Really, you're going to need to make your decision based on what is more cost-effective (or in your case time-effective). You don't want to waste your time. Thus if learning how to use the Unreal Engine 3 and producing your game will take 3 months, while producing the same game with your own homemad...
- Sun Feb 28, 2010 5:28 am
- Forum: Beginners Help
- Topic: Difference between Octree and mesh
- Replies: 3
- Views: 576
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 ot...
- Thu Feb 25, 2010 6:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Drawing 2D Splines
- Replies: 7
- Views: 2454
To draw lines you would use IVideoDriver::draw3DLine . Now when it comes to what equations you want to use there are a number of ways you can go about it. Have a look at Bezier curves and Cubic Hermite Splines . You can eventually venture into further areas, but those are the most widely used repres...
- Wed Feb 24, 2010 7:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Drawing 2D Splines
- Replies: 7
- Views: 2454