Search found 1424 matches

by Halifax
Sat Mar 20, 2010 5:56 pm
Forum: Competition Time!
Topic: Screenshot of the Month March 2010 [Winner announced!]
Replies: 40
Views: 19492

Yes, I very much do like the model quality in that screenshot. The shaders could be improved and reduced to be more subtle.
by Halifax
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...
by Halifax
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...
by Halifax
Thu Mar 11, 2010 3:42 pm
Forum: Off-topic
Topic: The forum won't work in Google Chrome.
Replies: 12
Views: 1686

Works fine over here in Google Chrome.
by Halifax
Tue Mar 09, 2010 11:32 am
Forum: Bug reports
Topic: Matrix multiplication order
Replies: 9
Views: 2806

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 (...
by Halifax
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...
by Halifax
Sun Mar 07, 2010 6:48 pm
Forum: Bug reports
Topic: Matrix multiplication order
Replies: 9
Views: 2806

hybrid wrote:Well, both orders are properly defined and just need to be used correctly.
Well yes. Shouldn't the documentation be updated then?
by Halifax
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...
by Halifax
Wed Mar 03, 2010 12:48 pm
Forum: Open Discussion and Dev Announcements
Topic: Qt Creator support
Replies: 1
Views: 1145

Probably because it's not a major development environment; furthermore, it would just increase the amount of projects that the developers would have to manage which is trivial but time consuming.
by Halifax
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...
by Halifax
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...
by Halifax
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...
by Halifax
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...
by Halifax
Thu Feb 25, 2010 6:21 am
Forum: Off-topic
Topic: My film!!
Replies: 15
Views: 2003

That was pretty good, I liked the video. How'd you do the overhead pans while they were on the bed? I noticed the shadow, but I still couldn't tell how you did it.

I can't tell whether Ulf is being serious (given that joke about 12 year olds going around.)
by Halifax
Wed Feb 24, 2010 7:22 pm
Forum: Open Discussion and Dev Announcements
Topic: Drawing 2D Splines
Replies: 7
Views: 2454

Well essentially you would just solve the given equation(s) at a given step rate and output a list of lines to draw. You could vary the step rate based on how detailed you want the line to look and everything. That's how most people handle drawing any arc-based objects.