Search found 36 matches

by bull
Mon Apr 06, 2009 12:53 pm
Forum: Advanced Help
Topic: Is there a OpenGL only compile mode
Replies: 1
Views: 344

Take a look at IrrCompileConfig.h , you just need to comment out their definitions.
by bull
Wed Dec 10, 2008 12:19 pm
Forum: Project Announcements
Topic: Argorha Pathfinding (In a polygon soup)
Replies: 23
Views: 9565

Nice work. Bye bye waypoints
by bull
Wed Jul 30, 2008 12:26 pm
Forum: Advanced Help
Topic: [SOLVED] Scale a cube mesh without scaling its texture?
Replies: 2
Views: 427

Thanks JP. I'll try editing the texture matrix. Edit: It works! http://farm4.static.flickr.com/3072/2716906126_cd6523481c_o.jpg There's still some error(circled area). I guess I will have to use different materials for different faces. Btw, please ignore the confusing minimap. I still cannot control...
by bull
Tue Jul 29, 2008 12:17 pm
Forum: Advanced Help
Topic: [SOLVED] Scale a cube mesh without scaling its texture?
Replies: 2
Views: 427

[SOLVED] Scale a cube mesh without scaling its texture?

I'm creating a 3D roguelike game where the dungeon is randomly generated. If I represent each 'tile' of the wall by a cube mesh, the rendering speed is too slow even when I use bitplane's CBatchingMesh. So I decided to use a scaled up cube mesh for adjacent 'tiles' and the speed improved a lot. The ...
by bull
Tue Jul 29, 2008 11:56 am
Forum: Open Discussion and Dev Announcements
Topic: Scripting language choice
Replies: 29
Views: 7478

I use GameMonkey because
-It has similar concept to Lua
-It has C++ syntax( if(){} instead of if then end)
-Easy to bind
-Source code written in C++ so it's simple to read and learn.
by bull
Tue Jul 29, 2008 11:39 am
Forum: Advanced Help
Topic: Animated Mesh, Cutscene Dialog
Replies: 13
Views: 1021

You migh want to look at GameMonkey. It is a script language similar to Lua and C with some kind of multi-threading and synchronizing. It also have a 3rd party library (gmMachineEx) to bind C++ object directly to script. I'm using it for my projects and it works quite well. IMHO, that's the only way...
by bull
Sun Jul 27, 2008 12:35 pm
Forum: Open Discussion and Dev Announcements
Topic: Is it possible to modify the renderer to...
Replies: 4
Views: 762

You don't need to modify the renderer. Just move the camera accordingly
by bull
Sun Jul 06, 2008 5:00 pm
Forum: Open Discussion and Dev Announcements
Topic: Better file system design?
Replies: 1
Views: 705

Better file system design?

Recently, there are a lot of questions about encryption. The current filesystem is not flexible enough and is incapable of such things without modification. I want to propose a new design for the file system, which IMO is more flexible: pseudo-code: class IFileSystem: { public: void addSubSystem(IFi...
by bull
Sun Jul 06, 2008 4:33 pm
Forum: Advanced Help
Topic: animat 2D sprites with Irrlicht
Replies: 22
Views: 9688

Thanks halifax. That library looks sweet. I just realized that you are 1 of the project owner. There's still a lot to be done though: -Visibility -Better memory management, like reference counting(boost::shared_ptr??) -More texture format(devIL??) -VFS Your library looks promising. I decided to use ...
by bull
Sun Jul 06, 2008 9:47 am
Forum: Advanced Help
Topic: animat 2D sprites with Irrlicht
Replies: 22
Views: 9688

I resized the texture to 256x256 but it's still very blurry.
Here's my code and texture:
http://www.zshare.net/download/14795373eedfd258/
by bull
Sun Jul 06, 2008 9:30 am
Forum: Advanced Help
Topic: animat 2D sprites with Irrlicht
Replies: 22
Views: 9688

Sorry to bump the old topic.
I tried your code the animation was perfect but the image is way too blurry comparing to the original even when I set the scale to 1.
Anybody knows how to fix this?
by bull
Sat Jun 21, 2008 6:51 am
Forum: Beginners Help
Topic: Ogre / Comercial Games camera Perspective
Replies: 8
Views: 739

Try : camera->setFOV(45*irr::DEGTORAD);
the default FOV value of Ogre is better, Iguess.
by bull
Sat Jun 21, 2008 2:21 am
Forum: Bug reports
Topic: Random black screens
Replies: 4
Views: 592

Behold the power of Vista
by bull
Fri Jun 20, 2008 2:58 pm
Forum: Beginners Help
Topic: Securing Data
Replies: 14
Views: 845

MasterGod, I really appreciate your sample. What if we have textures in our own "archive" as well? Irrlicht cache textures so you just have to load all the texture before you load the mesh. This is of course, not very nice since you need to know what textures the mesh use. The best way I ...
by bull
Fri Jun 20, 2008 2:01 pm
Forum: Project Announcements
Topic: Irrlicht Occlusion Culling (Pre-alpha)
Replies: 26
Views: 8494

Nice work.
However, some visible spheres are also culled when I set the poly count to 6.