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)
Search found 22 matches
- 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
- Sat Apr 23, 2011 11:47 am
- Forum: Project Announcements
- Topic: deepMesh3D - Irrlicht powered 3D Modeler
- Replies: 59
- Views: 15494
- Wed Apr 13, 2011 4:11 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- Thu Apr 07, 2011 5:56 am
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- Wed Apr 06, 2011 6:42 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- 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 ...
- Wed Apr 06, 2011 3:51 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- Wed Apr 06, 2011 2:26 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- 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 ...
- Wed Apr 06, 2011 12:32 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month April 2011 [Winner announced!]
- Replies: 58
- Views: 24885
- Mon Mar 14, 2011 6:56 pm
- Forum: Bug reports
- Topic: [fixed]CParticleSphereEmitter
- Replies: 2
- Views: 570
- 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...
- 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...
- Sun Aug 09, 2009 2:27 pm
- Forum: Code Snippets
- Topic: CustomUI v0.6 [update 22.03.09]
- Replies: 12
- Views: 5710
- Sun Aug 09, 2009 10:04 am
- Forum: Code Snippets
- Topic: CustomUI v0.6 [update 22.03.09]
- Replies: 12
- Views: 5710