Search found 28 matches

by ice9
Wed Nov 12, 2008 3:18 am
Forum: Beginners Help
Topic: Getting "forward" vector from transform
Replies: 10
Views: 475

paranoid? I dont think so. Why, what have you heard? Rotation matricies are orthogonal, and one of the properties of an orthogonal matrix is that the magnitude of any row or column will be one. Assuming your transformations aren't bogus, there should be no reason to normalize() the rows you are ext...
by ice9
Wed Nov 12, 2008 1:57 am
Forum: Game Programming
Topic: Project Tools And Technology
Replies: 8
Views: 2587

Project Tools And Technology

I'm in the early stages of planning a space-sim projet. Below is the technology I'm planning to use. I'm curious if others have opinions on these choices (especially if you have first-hand experience, and want to warn me about something). Technology goal is to be cross-platform with targets being wi...
by ice9
Wed Nov 12, 2008 12:53 am
Forum: Beginners Help
Topic: Getting "forward" vector from transform
Replies: 10
Views: 475

Seven -- your code does what I'm talking about, although you do have a healthy dose of paranoia by calling normalize() after getting the elements from the transformation. By definition if your transforms are valid the result will already be normalized. I was hoping for some easy access to the forwar...
by ice9
Wed Nov 12, 2008 12:48 am
Forum: Beginners Help
Topic: Getting "forward" vector from transform
Replies: 10
Views: 475

Only the person who made the mesh can say which way forward is. vector3df forwards(0,0,1); // positive Z is forward for this mesh node->getRelativeTransformation().rotateVect(forwards); By forward, I mean in the positive-Z direction, in the local space of the mesh. I suppose an artist could orient ...
by ice9
Tue Nov 11, 2008 10:22 pm
Forum: Beginners Help
Topic: Getting "forward" vector from transform
Replies: 10
Views: 475

transform.getTranslation().normalize(); Is that what you're looking for? Remember to always check the docs! That will give the unit vector that points from the origin towards the object position. I want the unit vector that points out from the object, where it is facing "forward". For exa...
by ice9
Tue Nov 11, 2008 9:16 pm
Forum: Beginners Help
Topic: FPS question
Replies: 5
Views: 548

Re: FPS question

Hi. Can anyone tell me the simplest way (that can also be done in old versions of Irrlicht) to add a player model (means the model that I will be playing as) , and a weapon model to the right side of the FPS camera? Before answering, it would be helpful to know what you are trying to accomplish. It...
by ice9
Tue Nov 11, 2008 8:03 pm
Forum: Beginners Help
Topic: Getting "forward" vector from transform
Replies: 10
Views: 475

Getting "forward" vector from transform

Often it's useful to get the "forward" vector for an object. This is the unit vector that points forward from the object... you can think of it as where the object is looking. I know I can get it in this fashion: vector3df fvec(0.0f, 0.0f, 1.0f); xform.rotateVect(fvec); But I don't want to...
by ice9
Sun Nov 09, 2008 7:21 pm
Forum: Open Discussion and Dev Announcements
Topic: Simulation and Rendering in Parallel (Multi-Threading)
Replies: 7
Views: 1077

Ok, good point, but he's talking such an extreme worst case, where someone would introduce every possible lagging figure on top of not doing he's maintenance on the proper order that for his scenario, it does become atrocious. But here, maybe more kindly, is the point I was trying to make. If your ...
by ice9
Sat Nov 08, 2008 11:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Simulation and Rendering in Parallel (Multi-Threading)
Replies: 7
Views: 1077

Input latency? Are you kidding me? The one frame of your suggestion would never affect the reaction of anyone. Just by accepting your own concept, let's say we double a framerate of 24 fps, the bare minimum of nearly any recent game (except on cell). Then let's double that, per your theory. 48 fps....
by ice9
Sat Nov 08, 2008 11:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Simulation and Rendering in Parallel (Multi-Threading)
Replies: 7
Views: 1077

Who let the Evil Robot Dorth loose? :P There's no point in multthreading if you're just going to mutex the entirity of the render loop, but you don't want the Irrlicht data changing half way through a render. I'd therefore suggest that you duplicate the entire world state, either by having your own...
by ice9
Sat Nov 08, 2008 2:35 am
Forum: Open Discussion and Dev Announcements
Topic: Simulation and Rendering in Parallel (Multi-Threading)
Replies: 7
Views: 1077

Simulation and Rendering in Parallel (Multi-Threading)

I wanted to ask about the feasability of using Irrlicht in a game that runs its simulation and rendering in parallel. To be clear, I am talking about rendering that takes place on the CPU. It isn't uncommon for 50% of the CPU resources to be used for rendering in a frame (for a "cutting-edge&qu...
by ice9
Mon Nov 03, 2008 7:37 pm
Forum: Everything 2d/3d Graphics
Topic: Any experience with Game Beep?
Replies: 9
Views: 1865

twilight17 -- can you enlighten me on how I could these on a standard skybox in irrEdit? The skyboxes require six materials (one for each side of the box). Can the starfield just use the same texture for all six materials?
by ice9
Sun Nov 02, 2008 10:42 pm
Forum: Everything 2d/3d Graphics
Topic: Any experience with Game Beep?
Replies: 9
Views: 1865

I'm not an artist, so I certaily couldn't make something comparable to these skybox textures.

I may not be the best judge of quality, but I do know these skybox textures are far superior to anything I've seen that has been offered for free.
by ice9
Sun Nov 02, 2008 6:13 pm
Forum: Everything 2d/3d Graphics
Topic: Any experience with Game Beep?
Replies: 9
Views: 1865

Any experience with Game Beep?

I have my eye on these skybox textures over at Game Beep:

http://www.gamebeep.com/textures/Space- ... kybox-Pack

I was curious if anyone has any experience with Game Beep? The price seems reasonable, but I am wary of internet merchants without an established history.
by ice9
Sun Nov 02, 2008 6:10 pm
Forum: Game Programming
Topic: Project directory structure
Replies: 4
Views: 3369

One other thing I wanted to mention is how the source files are organized. I put all the source code for game and engine is a single flat directory. This may seem unorganized on the surface, but here are the benefits: 1. Organization of the files is done on the IDE side. Meaning I can use any folder...