Search found 22 matches

by tmyke
Sun Jul 10, 2011 4:21 pm
Forum: Open Discussion and Dev Announcements
Topic: If you wanted a new/updated programming language wrapper....
Replies: 13
Views: 2320

Re: If you wanted a new/updated programming language wrapper

There are also N3xtD, a portage of Irrlicht intended primarily for languages ​​such as Basic -> http://www.n3xt-d.org
(use by Innesoft for create DeepMesh)
;)
by tmyke
Sat Apr 23, 2011 11:47 am
Forum: Project Announcements
Topic: deepMesh3D - Irrlicht powered 3D Modeler
Replies: 59
Views: 15494

really good job Innesoft. :D
I am also impressed. :wink:
by tmyke
Wed Apr 13, 2011 4:11 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

Have you tested the Hardware Instancing ?
by tmyke
Thu Apr 07, 2011 5:56 am
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

the idea is interesting indeed.

I do not know if it comes together, but I use a LOD system, or the entity's most remote
groups are represented by a sprite.I'm still working on it to improve overall.
by tmyke
Wed Apr 06, 2011 6:42 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

the second approach seems better in this case, in my opinion. :)
by tmyke
Wed Apr 06, 2011 6:34 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

For many entities low polygon, then it seems that the hardware instancing is very best. Good management of the VRAM can be important in this case. For heavier entities and more dispersed on the ground, the second technique seems to work well (with using VBO recess, and LOD + frustum culling). After ...
by tmyke
Wed Apr 06, 2011 3:51 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

for grass, I use hardware instancing and frustum culling mechanisms.
For trees, it is true that do not mesh 'low polygon', it's just to test the charge, and i use StaticArea class with LOD technique (instancing software somehow).
by tmyke
Wed Apr 06, 2011 2:26 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

Radikalizm wrote:2.3 million? :shock: Is that because of the grass or because of terrain?
on the scene of the screenshot, there is 80.000 poly for terrain, 1.200.000 for trees and 700.000 for the grass.
The loggers are on strike. :D
by tmyke
Wed Apr 06, 2011 2:04 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

i am guessing you are manually limiting fps at 60? Yes, but with 2 million polygons, I do not exceed 70/75 fps without sync (NVidia 8800GTX). I can not rise above 2.3 million polygons, which is already well I think. :wink: but maybe some shadows and some brighter lighting would make it even better ...
by tmyke
Wed Apr 06, 2011 12:32 pm
Forum: Competition Time!
Topic: Screenshot of the Month April 2011 [Winner announced!]
Replies: 58
Views: 24885

land with grass and some trees. :)
(preview of functions related to the land of my project)

Image
by tmyke
Mon Mar 14, 2011 6:56 pm
Forum: Bug reports
Topic: [fixed]CParticleSphereEmitter
Replies: 2
Views: 570

hybrid wrote:Otherwise, the radius becomes really huge...
yes :)
by tmyke
Sat Mar 12, 2011 5:29 pm
Forum: Bug reports
Topic: [fixed]CParticleSphereEmitter
Replies: 2
Views: 570

[fixed]CParticleSphereEmitter

[Irrlicht v1.8.0] I do not understand why I had no display when I defined a ParticleSphereEmiter. In the file CParticleSphereEmitter.cpp, line 62: // Random distance from center const f32 distance = os::Randomizer::rand() * Radius; I think it would rather write: // Random distance from center const...
by tmyke
Wed Jan 19, 2011 2:54 pm
Forum: Bug reports
Topic: Animated OGRE Mesh one poly doesn't animate propperly
Replies: 13
Views: 2930

Apparently, it is also to change the format version. 'mesh' Ogre. For example with the file Jaiqua of version 1.6 of Ogre package, no apparent problem. (the animation run very fine). http://www.n3xt-d.org/_images/jaiqua16.jpg By cons with the file Jaiqua version 1.7 of Ogre package was a lot of trou...
by tmyke
Sun Aug 09, 2009 2:27 pm
Forum: Code Snippets
Topic: CustomUI v0.6 [update 22.03.09]
Replies: 12
Views: 5710

It works again, great, and thank you. Image
by tmyke
Sun Aug 09, 2009 10:04 am
Forum: Code Snippets
Topic: CustomUI v0.6 [update 22.03.09]
Replies: 12
Views: 5710

The link seems broken. :?