Search found 120 matches

by Pyritie
Thu May 07, 2009 12:29 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4153

Urrgh, dota, the bane of the map maker
by Pyritie
Thu Mar 26, 2009 1:36 pm
Forum: Project Announcements
Topic: irrSimplePhysics v0.002 - Simple Class for SceneNode Physics
Replies: 44
Views: 6968

fmx wrote:irrSimplePhysics will be updated, but I can't promise anything for anyone.
(that is if anyone even uses this... besides Pyritie)
Heh, I've moved to ogre, actually. :P
by Pyritie
Tue Mar 03, 2009 9:10 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358406

bitplane wrote:
Pyritie wrote:Urgh, I think you need a better artist. Those dragons look like crap to be honest.
Subjective opinion, some of us actually like programmer art :D
*points at sig*

:3
by Pyritie
Tue Mar 03, 2009 9:08 pm
Forum: Everything 2d/3d Graphics
Topic: March 2009 screenshot of the month submissions thread
Replies: 32
Views: 8719

g0dsoft always 503's me. :<
by Pyritie
Tue Mar 03, 2009 12:58 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358406

Urgh, I think you need a better artist. Those dragons look like crap to be honest.
by Pyritie
Wed Feb 25, 2009 4:24 pm
Forum: Jirr
Topic: Other Java 3D engines
Replies: 16
Views: 19434

the integrate terrain system, Built in input handler, Built in official sound library, official importers for the most common format, It uses its own .mesh format but there are exporters for maya, 3ds max, and several others water scene node and stuff like this that are part of the official distrib...
by Pyritie
Wed Feb 25, 2009 4:19 pm
Forum: Jirr
Topic: Jirr in an Eclipse plug-in
Replies: 3
Views: 6024

Do you mean you're developing something with jirr using Eclipse as the JDK? Or what do you mean?
by Pyritie
Tue Feb 24, 2009 11:50 am
Forum: Off-topic
Topic: XYZ coordinates
Replies: 10
Views: 2514

Why does irrlicht use the left-handed system anyway? Isn't the right-handed one much more popular?
by Pyritie
Tue Feb 24, 2009 11:43 am
Forum: Jirr
Topic: Other Java 3D engines
Replies: 16
Views: 19434

Jirr's pretty good. It's very fast, much like irrlicht. Unfortunately it's still a version behind irrlicht so some new features in irrlicht aren't available in jirr yet. Hmm, is ogre slow? The .exe demos certainly weren't as fast as irrlicht's were. I tried both of their bsp loader demos. Ogre's had...
by Pyritie
Mon Feb 23, 2009 8:14 pm
Forum: Jirr
Topic: Other Java 3D engines
Replies: 16
Views: 19434

At the moment I've been taking a look at a java wrapper for OGRE. I've found several large holes in irrlicht which kinda showed that there are better graphics engines out there.
by Pyritie
Sun Feb 22, 2009 3:47 pm
Forum: Off-topic
Topic: XYZ coordinates
Replies: 10
Views: 2514

I've seen it used both ways. Irrlicht and Milkshape, for example, treat Y as "up" but 3ds max, Warcraft 3, and several others use Z as "up".

Seems to mostly be a matter of taste than anything. :P
by Pyritie
Sun Feb 22, 2009 12:00 pm
Forum: Beginners Help
Topic: Smooth rotation
Replies: 11
Views: 838

by Pyritie
Sun Feb 22, 2009 11:59 am
Forum: Code Snippets
Topic: [Java] Smooth 3rd-person camera!
Replies: 0
Views: 1398

[Java] Smooth 3rd-person camera!

It's in java so I dunno how useful this might be. Based on some code vitek posted a while ago. PViewer.receiver = my eventreceiver PViewer.elapsedTime elapsedTime = 1000000 * (timer2 - timer1) * (0.000001f / 30f); // in seconds timer1 = milliseconds before you draw the scene (at the beginning of the...
by Pyritie
Sat Feb 21, 2009 10:27 pm
Forum: Beginners Help
Topic: Smooth rotation
Replies: 11
Views: 838

Almost done here. I'll just add averaging then I'll be done. :3
by Pyritie
Sat Feb 21, 2009 10:11 pm
Forum: Advanced Help
Topic: Getting UV coordinates of a triangle from screen coordinates
Replies: 4
Views: 789

Mhh, I talked with bitplane over irc and it seems the most feasable way to do this is to stick every triangle in the mesh into a map and then use that to get the mesh triangle from the triangleselector triangle. Urgh.

I'll post the code when I'm done with this, in case anyone else wants it.