Search found 32 matches

by m4rvin
Wed Nov 02, 2011 4:49 pm
Forum: Project Announcements
Topic: voxatron-like engine
Replies: 7
Views: 5033

Re: voxatron-like engine

i made a raycast version. polygon cubes for voxel feels like cheating. this is probably how voxatron does it anyway. but with better quality :) runs on android at just 5fps. but at least the frame rate is constant - no hiccups one problem with raycast is no easy way to handle floating objects as wav...
by m4rvin
Tue Nov 01, 2011 12:34 am
Forum: Project Announcements
Topic: voxatron-like engine
Replies: 7
Views: 5033

Re: voxatron-like engine

15FPS on Android
there is a hiccup though when i scroll through the map - that is when many chunks of voxels are processed.
i could cache the entire map for speed but that i'd have to make it very efficient on memory
by m4rvin
Mon Oct 31, 2011 4:43 pm
Forum: Project Announcements
Topic: voxatron-like engine
Replies: 7
Views: 5033

Re: voxatron-like engine

the choppy video was just from the recording. i did a round of optimization and got the polygon count down and framerate further up. this runs on Android by the way. but still at just around 15 fps. http://www.munchyapps.com/wp-content/uploads/2011/10/shot.png techniques > rendering & caching ch...
by m4rvin
Sat Oct 29, 2011 6:57 am
Forum: Project Announcements
Topic: voxatron-like engine
Replies: 7
Views: 5033

voxatron-like engine

Hi, irrlicht can do voxatron-like game :) view area is 128x128x64 voxels fps is around ~60 with around ~30K tris on OpenGL driver. faster with D3D9. still needs better lighting - shadows maybe occlusion culling too choppy video @ http://www.munchyapps.com/uncategorized/voxels-128 download demo @ htt...
by m4rvin
Mon Jul 05, 2010 11:25 pm
Forum: Project Announcements
Topic: irrlicht game on android
Replies: 10
Views: 2410

Hey m4rvin, I assume it has something to do with losing the opengl surface. Did you run into this problem?. yes, this has got to do with losing the opengl surface.. and as a result, losing all loaded textures. the irrlicht port didn't reload the texture automatically. i simply reloaded all the text...
by m4rvin
Fri Jul 02, 2010 1:10 am
Forum: Code Snippets
Topic: 2d sprite batch
Replies: 5
Views: 4415

yup, it's not meant to be complete. but it can be plugged in easily. here's the code with a demo program. >> i added the path finder class :) --- no demo for that here though http://www.munchyapps.com/spriteManager.tar.gz driver->beginScene(true, true, video::SColor(0,0,0,0)); sprites->clear(); // a...
by m4rvin
Thu Jul 01, 2010 1:53 pm
Forum: Code Snippets
Topic: 2d sprite batch
Replies: 5
Views: 4415

2d sprite batch

this is my own implementation of a 2d sprite batch. ie draws a whole batch of sprites in one go. quite need for mobile games. each sprite can do the basic transforms. rotate, scale, color with alpha it works with IVideoDrivers implementing draw2DVertexPrimitiveList 590 tris @ 40 fps on the android n...
by m4rvin
Thu Jun 24, 2010 9:01 am
Forum: Project Announcements
Topic: irrlicht game on android
Replies: 10
Views: 2410

i think i did. sooooo... you don't know? > i tried this one http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=37235&postdays=0&postorder=asc&start=0 > but i also tried the one of the branch in the svn server which had OGLES1.0 videodriver for iphone i was able to compile both, with...
by m4rvin
Wed Jun 23, 2010 8:01 am
Forum: Project Announcements
Topic: irrlicht game on android
Replies: 10
Views: 2410

pera wrote:did you used irr android port that was mentioned in this forum?
i think i did.
by m4rvin
Wed Jun 23, 2010 4:50 am
Forum: Project Announcements
Topic: irrlicht game on android
Replies: 10
Views: 2410

irrlicht game on android

hi, i finally finished something using irrlicht engine it's 2d android game solitaire (70 game types) -- i ported my old solitaire code from the pocket pc (c++) http://www.munchyapps.com i stripped out most of the engine features to make it lite. and added a SpriteBatch manager for faster 2d renderi...
by m4rvin
Mon Dec 21, 2009 4:22 am
Forum: Code Snippets
Topic: draw2dimage rotate, scale (a flexible solution)
Replies: 13
Views: 4053

4 corners (vtx[]) ... GL_QUAD?
isn't there a DX_QUAD?
by m4rvin
Sun Dec 20, 2009 3:38 pm
Forum: Code Snippets
Topic: draw2dimage rotate, scale (a flexible solution)
Replies: 13
Views: 4053

you're spending too much time with birds ;)
by m4rvin
Sun Dec 20, 2009 3:33 pm
Forum: Code Snippets
Topic: draw2dimage rotate, scale (a flexible solution)
Replies: 13
Views: 4053

please count S3DVertex vtx[4]; vtx[0] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f, 0.0f, 0.0f, 0.0f, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); vtx[1] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f, 0.0f, 0.0f, 0.0f, colo...
by m4rvin
Sun Dec 20, 2009 3:30 pm
Forum: Code Snippets
Topic: draw2dimage rotate, scale (a flexible solution)
Replies: 13
Views: 4053

whats is more complex with passing a QUAD and passing a RECT?
by m4rvin
Sun Dec 20, 2009 2:09 pm
Forum: Code Snippets
Topic: draw2dimage rotate, scale (a flexible solution)
Replies: 13
Views: 4053

yes, i agree that there are better ways of achieving rotation & scaling, skewing and etc

but for implementation purposes of draw2dImage ... wouldn't it be sensible to pass an actual quad with four corners than a rect? the implementation uses GL_QUADS after all.