Search found 26 matches

by dark chazz
Thu Oct 09, 2014 7:47 pm
Forum: Beginners Help
Topic: Rotating camera vertically around point?
Replies: 0
Views: 713

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...
by dark chazz
Mon Sep 01, 2014 8:33 pm
Forum: Advanced Help
Topic: moving platforms ? (irrbullet)
Replies: 5
Views: 1050

Re: moving platforms ? (irrbullet)

Nadro wrote:BvhTriangleMeshShape supports only static rigid bodies. For rigid body with btBoxShape you must set angular factor to 0.
Alright.
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
by dark chazz
Mon Aug 04, 2014 4:29 am
Forum: Advanced Help
Topic: moving platforms ? (irrbullet)
Replies: 5
Views: 1050

Re: moving platforms ? (irrbullet)

Nadro wrote:BvhTriangleMeshShape supports only static rigid bodies. For rigid body with btBoxShape you must set angular factor to 0.
Thank you.
I'm on vacation currently away from my development PC, but I will try this as soon as I can.
by dark chazz
Wed Jul 23, 2014 10:22 pm
Forum: Advanced Help
Topic: moving platforms ? (irrbullet)
Replies: 5
Views: 1050

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...
by dark chazz
Thu Oct 17, 2013 6:09 pm
Forum: Beginners Help
Topic: Cheap shadows?
Replies: 4
Views: 533

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?
by dark chazz
Wed Oct 16, 2013 10:17 pm
Forum: Beginners Help
Topic: Cheap shadows?
Replies: 4
Views: 533

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 ...
by dark chazz
Tue Oct 18, 2011 6:56 pm
Forum: Beginners Help
Topic: optimizations for mobile ?
Replies: 5
Views: 346

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...
by dark chazz
Tue Oct 18, 2011 5:02 pm
Forum: Beginners Help
Topic: optimizations for mobile ?
Replies: 5
Views: 346

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...
by dark chazz
Sat Sep 10, 2011 9:37 pm
Forum: Beginners Help
Topic: (Android) Octree slower than addMeshSceneNode..
Replies: 5
Views: 347

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). ...
by dark chazz
Sat Sep 10, 2011 5:09 pm
Forum: Beginners Help
Topic: (Android) Octree slower than addMeshSceneNode..
Replies: 5
Views: 347

Re: (Android) Octree slower than addMeshSceneNode..

Lonesome 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?
Polygons: 11167
Vertices: 33501
Primitives: 44
by dark chazz
Sat Sep 10, 2011 2:56 pm
Forum: Beginners Help
Topic: (Android) Octree slower than addMeshSceneNode..
Replies: 5
Views: 347

(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...
by dark chazz
Wed Jun 17, 2009 8:50 pm
Forum: Beginners Help
Topic: importing a new level
Replies: 4
Views: 271

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...
by dark chazz
Fri May 15, 2009 2:58 pm
Forum: Beginners Help
Topic: how to add an external mesh loader?
Replies: 2
Views: 269

thanks it works!
by dark chazz
Fri May 15, 2009 1:28 pm
Forum: Beginners Help
Topic: how to add an external mesh loader?
Replies: 2
Views: 269

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 :cry:
by dark chazz
Tue Jan 27, 2009 9:28 am
Forum: Beginners Help
Topic: Irrlicht system requirements ?
Replies: 7
Views: 928

thanks guys!
I have absolutely no worries now!