Search found 2293 matches
- Sun May 07, 2023 5:53 pm
- Forum: Advanced Help
- Topic: Player movement relative to the camera's rotation
- Replies: 2
- Views: 2350
Re: Player movement relative to the camera's rotation
We could use a Third Person Camera animator
- Sun May 07, 2023 5:50 pm
- Forum: Beginners Help
- Topic: Full horizontal axis rotating camera
- Replies: 4
- Views: 895
Re: Full horizontal axis rotating camera
I made a custom maya camera animator that could freely rotate in any direction, just needed the CTRL key to do so. Take a look and see if it could serve you of something. For a spaceship like motion, it could prove a useful code. Matrices not involved! :D https://irrlicht.sourceforge.io/forum/viewto...
- Sat Jun 13, 2020 4:54 pm
- Forum: Open Discussion and Dev Announcements
- Topic: GLTF support?
- Replies: 1
- Views: 3014
GLTF support?
Has it been ever considered to add GLTF support to Irrlicht? Mainly for skinned formats, because B3D and DIRECTX formats are fairly outdated, and currently not much 3D software supports them, but GLTF is an advantageous format for any kind of assets, because it includes almost everything inside: Ima...
- Wed Feb 13, 2019 9:51 am
- Forum: Project Announcements
- Topic: Vulkan / Dx11 renderer
- Replies: 15
- Views: 11177
Re: Vulkan / Dx11 renderer
Congratulations on the vulkan renderer! that's quite an achievement :) Performance issues are to be expected, Vulkan isn't being used as it should with Irrlicht, you don't know how many stuff GL/DX11- hide under the rug, (deferring the commands submision to the critical moment, mostly) For Vulkan is...
- Wed Feb 13, 2019 9:42 am
- Forum: Advanced Help
- Topic: Lack of mesh smoothing
- Replies: 9
- Views: 7887
Re: Lack of mesh smoothing
I faced a similar issue building a 3DS loader (although i admit, i never displayed anything with it) Also, 5 interconnected triangles isn't necesarily true, really. https://media.istockphoto.com/vectors/wireframe-mesh-polygonal-cylinder-vector-id536115803 (I hope it displays correctly...) Recalculat...
- Sat Jul 14, 2018 5:52 pm
- Forum: Beginners Help
- Topic: 2D game with sprites?
- Replies: 10
- Views: 2107
Re: 2D game with sprites?
You could do that indeed, Irrlicht still supports as well the direct rendering of vertex/index lists, so everything can be even more flexible in that matter, but for the sake of future compatibility is better to use meshes, yes. Meshes are simply a vertex list and an index list. Irrlichts renders li...
- Thu Jul 12, 2018 10:52 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: another tree generator
- Replies: 16
- Views: 8358
Re: another tree generator
if you can push that number down a bit more, the better
- Thu Jul 12, 2018 10:45 am
- Forum: Beginners Help
- Topic: is IVolumeLightSceneNode = LightScattering?
- Replies: 6
- Views: 903
Re: is IVolumeLightSceneNode = LightScattering?
You can use a shadowmapping approach, where the polygons in the "volume light" are used to sample the depth. Makes for a decent approach.
- Thu Jul 12, 2018 10:42 am
- Forum: Beginners Help
- Topic: 2D game with sprites?
- Replies: 10
- Views: 2107
Re: 2D game with sprites?
My suggestion would be to use polygons and map into them the sprites, then, just rotate, scale and translate the polygon always aligned to the camera, is not hard, and the engine makes the draw calls for you, besides, as you'd be using a 3D background, the integration is easier. Pro-tip, it is posib...
- Thu Jul 05, 2018 9:26 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: another tree generator
- Replies: 16
- Views: 8358
Re: another tree generator
50 trees all together in the same mesh buffer, or 50 tree objects? if you pack them together, the load should alleviate a bit (also, store them on the video card...)
- Tue Jul 03, 2018 9:35 am
- Forum: Project Announcements
- Topic: IrrCSG
- Replies: 3
- Views: 2521
Re: IrrCSG
Cool! reminds me of a couple exercises i did some time ago with convex shapes
How are you handling the memory? i read that it is really the bottleneck when operating with these things, specially when you create many.
How are you handling the memory? i read that it is really the bottleneck when operating with these things, specially when you create many.
Re: tapeworm
I think i saw one, in a laboratory, in my high school, alongside real human skulls ^^U
- Tue Jun 26, 2018 11:47 am
- Forum: Everything 2d/3d Graphics
- Topic: NextGen GUI system idea
- Replies: 2
- Views: 3380
Re: NextGen GUI system idea
Is it really worth to add a ZBuffer to the whole GUI thing? The reason for the GUI to be in "immediate mode" is to ensure the rendering order of the elements and to avoid any aditional overhead that otherwise could be sorted out by enforcing a strict rendering order. Also Transparency does...
- Tue Jun 26, 2018 11:27 am
- Forum: Game Programming
- Topic: OpenAL question: Double Buffer or Single buffer streaming?
- Replies: 3
- Views: 3754
Re: OpenAL question: Double Buffer or Single buffer streamin
Ok.. seems that OpenAL allows that instead of binding a buffer to a source, you can "queue" a buffer to a source. So, two, or even 3 buffers are okay, while one plays, other fills, and the last waits, (aka, the craziest approach in my head was the right one! XD) Now what i wonder is: do th...
- Mon Jun 25, 2018 6:40 pm
- Forum: Game Programming
- Topic: OpenAL question: Double Buffer or Single buffer streaming?
- Replies: 3
- Views: 3754
Re: OpenAL question: Double Buffer or Single buffer streamin
I have a working XAudio2 implementation, but i'd like to have a OpenAL one as well. With XAudio2, i just upload a buffer each time the XAudio2 sound has no more buffers pending, but i just provide it a pointer to the buffer where the audio is uncompressed (i don't uncompress the whole file, if it is...