Search found 27 matches

by Xarshi
Mon Oct 12, 2009 11:58 am
Forum: Game Programming
Topic: More advanced animation.
Replies: 3
Views: 1918

Perhaps it does use HumanIK. Although it uses some Havok tools, and I'm not sure where physics fits into that scheme as you could easily design the "physics" they have in that game through collision algorithms that shouldn't be that difficult to understand.
by Xarshi
Sun Oct 11, 2009 6:13 pm
Forum: Game Programming
Topic: More advanced animation.
Replies: 3
Views: 1918

Assassin's Creed uses Havok Animation which is freely available.
by Xarshi
Sun Oct 11, 2009 5:16 pm
Forum: Game Programming
Topic: Havok physics integration-Best practices.
Replies: 6
Views: 3741

I use Havok in the form of scene node animators. That is a lot less work for integration and quite clean.
by Xarshi
Wed Sep 30, 2009 2:09 pm
Forum: Beginners Help
Topic: Newton Dynamics not synchronized (I guess...)
Replies: 10
Views: 645

Well, how are you doing it now? Are you stepping newton by a timestep or something like 1.0f / 60.0f? Or do you mean the way you are applying rotations and translations to the nodes in Irrlicht?
by Xarshi
Wed Sep 30, 2009 12:37 pm
Forum: Beginners Help
Topic: light bulbs...
Replies: 2
Views: 434

Well, first off I'd texture it. Then of course, I'd put a light around the object. If you wanted it to "glow", per se, you could attempt at using bloom lighting or high dynamic range lighting. But from what you are saying, I'd go with placing a light at the object and texturing the lights ...
by Xarshi
Wed Sep 30, 2009 12:33 pm
Forum: Beginners Help
Topic: Map Irrlicht Questions
Replies: 1
Views: 221

I believe you can use both. There is an example that shows the terrain surrounding the castle in an irrlicht sample. I haven't had too much experience with BSPs, but I'm sure its possible. Just check the examples. It might just be the quake 3 shader example, so that might be your best bet. I'd look ...
by Xarshi
Wed Sep 30, 2009 12:31 pm
Forum: Beginners Help
Topic: Help with lighting
Replies: 2
Views: 331

Well, for starts, you are disabling light on the temple scene node. The line temple->setMaterialFlag(video::EMF_LIGHTING, false); turns off all light. Perhaps your terrain has lighting enabled? Just a thought.
by Xarshi
Wed Sep 30, 2009 12:28 pm
Forum: Beginners Help
Topic: Access Violation
Replies: 1
Views: 204

while(GetMessage(&msg,NULL,0,0)) { TranslateMessage(&msg); DispatchMessage(&msg); //Run the game, simple draw/update loop. game->Run(); } That code seems redundant. Why not just have your loop like: while (game->Run()) { game->Update(); } Of course, you'd have to change your methods a l...
by Xarshi
Sat Jun 20, 2009 9:25 pm
Forum: Beginners Help
Topic: XML Parsing problems
Replies: 7
Views: 475

Thank you a ton, arcoroc. That was the problem. Seems I don't know all that much about xml, hah.
by Xarshi
Sat Jun 20, 2009 6:00 am
Forum: Beginners Help
Topic: XML Parsing problems
Replies: 7
Views: 475

Yup. It's not that. The values aren't actually stored as an attribute it would seem. It's quite odd. The only attribute associated to each cell is what type of data it is (i.e. number or date). But yeah, I wouldn't have come here if it was something so easy xD Either way, this is really frustrating ...
by Xarshi
Fri Jun 19, 2009 9:06 pm
Forum: Beginners Help
Topic: XML Parsing problems
Replies: 7
Views: 475

XML Parsing problems

Ok, so I'm trying to parse some data exported from a program. Here's a little snippet of some data I'm parsing: <Cell ss:StyleID="s21" > <Data ss:Type="DateTime" >2009-06-19T12:50:00</Data> </Cell> <Cell ss:StyleID="s23" > <Data ss:Type="Number" >1.64846</Data...
by Xarshi
Thu May 21, 2009 3:28 am
Forum: Project Announcements
Topic: 2D ninja platformer with chain physics
Replies: 16
Views: 5827

Looks good. I'd have to disagree with JP (although, its just opinion), I quite like the style. That is, of course, just my opinion.
by Xarshi
Sat May 16, 2009 7:22 pm
Forum: Beginners Help
Topic: Cannot find Irrlicht.dll
Replies: 4
Views: 589

Its trying to load media from Irrlichts media directory. The files its loading are probably loaded like "mesh = smgr->getMesh("../../Media/..."); or something with some .. and /s. All content is relative to your directory in many cases.
by Xarshi
Thu May 14, 2009 6:15 pm
Forum: Beginners Help
Topic: GPU Mesh Buffer
Replies: 2
Views: 353

I had a feeling that was it, but the name sounds like its saying set up something in case of GPU mesh buffer is used. But ok, I'll go ahead and try that.
by Xarshi
Thu May 14, 2009 2:06 am
Forum: Beginners Help
Topic: GPU Mesh Buffer
Replies: 2
Views: 353

GPU Mesh Buffer

How do I make a mesh so it renders with a GPU VBO as opposed to all software? My game is in dire need of a speed up with one or all of the models...

Thanks in advance,
Xarshi.