Search found 26 matches
- Thu Oct 09, 2014 7:47 pm
- Forum: Beginners Help
- Topic: Rotating camera vertically around point?
- Replies: 0
- Views: 727
Rotating camera vertically around point?
Hi. I'm using this code in the game loop to rotate the camera horizontally around my character node: if(rotateCamera == true) { if(touchPoint.x > 0.0f) {Rotation = core::vector3df(0.0f, GetIrrlichtManager()->GetScene()->getActiveCamera()->getRotation().Y, 0.0f);} else if(touchPoint.x < 0.0...
- Mon Sep 01, 2014 8:33 pm
- Forum: Advanced Help
- Topic: moving platforms ? (irrbullet)
- Replies: 5
- Views: 1084
Re: moving platforms ? (irrbullet)
Alright.Nadro wrote:BvhTriangleMeshShape supports only static rigid bodies. For rigid body with btBoxShape you must set angular factor to 0.
I have set the angular factor to 0 and also adjusted the linear factor depending on which axis the platform is moving on, and now everything works correctly.
Thanks
- Mon Aug 04, 2014 4:29 am
- Forum: Advanced Help
- Topic: moving platforms ? (irrbullet)
- Replies: 5
- Views: 1084
Re: moving platforms ? (irrbullet)
Thank you.Nadro wrote:BvhTriangleMeshShape supports only static rigid bodies. For rigid body with btBoxShape you must set angular factor to 0.
I'm on vacation currently away from my development PC, but I will try this as soon as I can.
- Wed Jul 23, 2014 10:22 pm
- Forum: Advanced Help
- Topic: moving platforms ? (irrbullet)
- Replies: 5
- Views: 1084
moving platforms ? (irrbullet)
As the title says, I'm trying to create moving platforms that the player must jump on top of. I'm using irrbullet for my game and I'm having difficulty... I tried setting the platform mesh as a BvhTriangleMeshShape, but it cannot be moved with "setLinearVelocity" I tried setting it as a Bo...
- Thu Oct 17, 2013 6:09 pm
- Forum: Beginners Help
- Topic: Cheap shadows?
- Replies: 4
- Views: 539
Re: Cheap shadows?
Thank you for the reply!
I'm not sure where to start though. Can you give more hints please?
Also what do you mean by depth test?
I'm not sure where to start though. Can you give more hints please?
Also what do you mean by depth test?
- Wed Oct 16, 2013 10:17 pm
- Forum: Beginners Help
- Topic: Cheap shadows?
- Replies: 4
- Views: 539
Cheap shadows?
Hi all. I'm developing a mobile game with irrlicht and I'm wondering if it's possible to do cheap fast shadows in it. Something like this for example: http://images2.wikia.nocookie.net/lostmedia/images/7/7c/Mario.jpg Just a simple texture rendered below the character. Since stencil shadows are very ...
- Tue Oct 18, 2011 6:56 pm
- Forum: Beginners Help
- Topic: optimizations for mobile ?
- Replies: 5
- Views: 365
Re: optimizations for mobile ?
Thanks for the replies, and yes, I'm a newbie so.... Haha! This ain`t an optimization. It`s an empty scene. Unless it`s a 2d game, only hardcore gamers may like it. :D Ever heard of half-life? 1998's game of the year? http://i52.tinypic.com/r227ty.png http://i56.tinypic.com/9tnwy9.png http://i53.tin...
- Tue Oct 18, 2011 5:02 pm
- Forum: Beginners Help
- Topic: optimizations for mobile ?
- Replies: 5
- Views: 365
optimizations for mobile ?
Any tips for performance optimization on mobile (android+ios) ? ofcourse other than lowering the poly count... A nice culling technique for static meshes would give a nice performance boost, don't you think ? Man I remember the days of half-life, 10k triangles in a map, only 200-300 rendered at a ti...
- Sat Sep 10, 2011 9:37 pm
- Forum: Beginners Help
- Topic: (Android) Octree slower than addMeshSceneNode..
- Replies: 5
- Views: 385
Re: (Android) Octree slower than addMeshSceneNode..
you should really have about 64kb of vertex data per draw call, so that works out to (pos,tcoord,normal,color = (4+2+3+1)*4=36)*3=108 or so bytes per triangle. This means about 606 triangles, so your mesh should have no less than 512 triangles in your octree node (actually on PC I recommend 2048). ...
- Sat Sep 10, 2011 5:09 pm
- Forum: Beginners Help
- Topic: (Android) Octree slower than addMeshSceneNode..
- Replies: 5
- Views: 385
Re: (Android) Octree slower than addMeshSceneNode..
Polygons: 11167Lonesome Ducky wrote:The overhead of an octtree will make it slower than a normal mesh node if the mesh you're using it on isn't complex. How complex is your mesh?
Vertices: 33501
Primitives: 44
- Sat Sep 10, 2011 2:56 pm
- Forum: Beginners Help
- Topic: (Android) Octree slower than addMeshSceneNode..
- Replies: 5
- Views: 385
(Android) Octree slower than addMeshSceneNode..
This has always bugged me... Why is it running slower even though it's rendering less ?! addMeshSceneNode gives me a constant 60fps while octree gives 45-55fps I'm using a Galaxy S2 which is the top phone hardware-wise at the moment, others are getting 30-40fps average with addMeshSceneNode in the s...
- Wed Jun 17, 2009 8:50 pm
- Forum: Beginners Help
- Topic: importing a new level
- Replies: 4
- Views: 299
Did you even check the Quake3Map example source? /* Because the level was not modelled around the origin (0,0,0), we translate the whole level a little bit. This is done on irr::scene::ISceneNode level using the methods irr::scene::ISceneNode::setPosition() (in this case), irr::scene::ISceneNode::se...
- Fri May 15, 2009 2:58 pm
- Forum: Beginners Help
- Topic: how to add an external mesh loader?
- Replies: 2
- Views: 273
- Fri May 15, 2009 1:28 pm
- Forum: Beginners Help
- Topic: how to add an external mesh loader?
- Replies: 2
- Views: 273
how to add an external mesh loader?
ok , let's say I modified Irrlicht's lmts mesh loader and I want to add it using smgr->addExternalMeshLoader.
can anyone explain to me by code how to do that , please?
Sorry for my noobishness
can anyone explain to me by code how to do that , please?
Sorry for my noobishness
- Tue Jan 27, 2009 9:28 am
- Forum: Beginners Help
- Topic: Irrlicht system requirements ?
- Replies: 7
- Views: 960