Search found 22 matches

by cr33
Thu Jul 30, 2009 10:45 am
Forum: Beginners Help
Topic: Create an huge world
Replies: 15
Views: 2270

if you go to forums of this InfinityEngine/Game/Prototype, the InfinityAdmin has been posting regular updates with explaination on how things work. I mean, I haven't read all of those, but you might found there information about how he generates terrain procedurally... :P
by cr33
Fri Jul 24, 2009 12:27 pm
Forum: Beginners Help
Topic: Cameras
Replies: 10
Views: 2318

i think u must create a class anyway, for whatever camera does because later how would you do e.g. acceleration, or some other stuff. i mean, i think of camera as of something that provides view, not as something that does anything... every object has its speed, acceleration, mass etc... if u want t...
by cr33
Thu Jul 09, 2009 9:19 am
Forum: Beginners Help
Topic: how to make that kind of toon shader?
Replies: 8
Views: 1017

IMO this is 'pixel art' not a cellshader/toonshader :) well, it is i suppose - what is your point? i'm asking about 3d :P 'how to make that kind of toon shader' i'm not saying this 2d game has any shaders in it. IMO this is 'pixel art' not a cellshader/toonshader :) the 1st I'm not sure... the 2nd ...
by cr33
Wed Jul 08, 2009 8:29 pm
Forum: Beginners Help
Topic: how to make that kind of toon shader?
Replies: 8
Views: 1017

how to make that kind of toon shader?

Would it be possible to keep this kind of 'look' in 3d? http://img89.imageshack.us/img89/92/picr.jpg Specifically, i mean the shading and pronounced contour. I know about toon shaders , now what should be done to keep such 'low resolution' :P effect ? Because, if the game would just run at say 640x4...
by cr33
Tue Jun 23, 2009 2:00 pm
Forum: Project Announcements
Topic: CCloudSceneNode - clouds with levels of detail
Replies: 87
Views: 70660

HOLY CRAP

this is amazing :shock:

i've never seen such effect in any game... i don't play lots of games though :P

why so many wonderful threads get old and forgotten somewhere on 20th page?? :P

shouldn't there by a sticky 'hall of fame' or something :P
by cr33
Wed Jun 17, 2009 9:55 pm
Forum: Beginners Help
Topic: problem with rotating using mouse
Replies: 1
Views: 259

problem with rotating using mouse

when i try to calculate rotation from mouse cursor x,y coordinates everything is ok but spinning is constant and its hard to 'aim' at 1spot. so i wanted to suppress the spin by putting mouse cursor closer to the centre. however, this only works when cursor is at the bottom right quarter of screen: a...
by cr33
Wed Jun 17, 2009 9:22 am
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 836

i dunno if i understood correctly, if are able to move in 2d but not 3d

look how it was done in HOMEWORLD

click/press button to grap 'move tool' :P, and move mouse on 2d plane, roll mouse scroll to move up/down
by cr33
Mon Jun 15, 2009 11:01 am
Forum: Beginners Help
Topic: FPS drop while mesh instancing
Replies: 5
Views: 442

As you might know, only 60-75 frames can be seen on the screen, all others are just wasting your gfx card. So don't care for the framerate unless it drops under this threshold. yes, i know that. :P it just bothered me that if such simple scene results in such huge drop in performance how would it b...
by cr33
Sun Jun 14, 2009 10:58 pm
Forum: Beginners Help
Topic: FPS drop while mesh instancing
Replies: 5
Views: 442

well if you dont render anything, it would be high fps :D the code is good, there isnt anything you can do wrong with it xD and you dont have to delete, AFAIK irrlicht cleans automatic when closed thanks for reply :) the problem is, Irrlicht demo for example, has 700.000 triangles (i think) and run...
by cr33
Sun Jun 14, 2009 9:04 pm
Forum: Beginners Help
Topic: FPS drop while mesh instancing
Replies: 5
Views: 442

FPS drop while mesh instancing

i just wanted to ask if what i do here is correct and FPS drops only because there are too many triangles,etc.. in the "scene" without code below i get 300-800 FPS with 4732 triangles/primitives when i add 10 meshes it drops to ~150 FPS with about 44000 triangles/primitives GF 9600GT, cpu ...
by cr33
Sun Jun 14, 2009 6:05 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Free Flight (space flight) functions
Replies: 64
Views: 76805

old thread is old, but anyway. Thank you all for such a deligthful piece of code. :) However, it seems nobody has noticed that left/ right key bindings are swapped :P should be: // direction control if(keys[irr::KEY_LEFT]) { turn(node1, -0.1); } if(keys[irr::KEY_RIGHT]) { turn(node1, 0.1); }
by cr33
Sun May 31, 2009 9:47 pm
Forum: Project Announcements
Topic: Igor - 3D FPS
Replies: 19
Views: 5677

if u shoot at the sky, bullet/projectile appears in camera position
by cr33
Sun May 24, 2009 12:16 am
Forum: Beginners Help
Topic: fps camera problems
Replies: 4
Views: 444

and that jumping... how can i change frequency of jumping ( i cant edit irreventreciever because jumping is handled somewhere deep into engine), and the modyfing jumpspeed give no effect? i dont know but as far as i know, FPS camera is for 'preview' only. So u have to make derived class of IEventRe...
by cr33
Tue May 19, 2009 2:32 pm
Forum: Beginners Help
Topic: problem sticking camera to node
Replies: 1
Views: 413

i really need just a clue. this is really simple but i haven't done this before
by cr33
Mon May 18, 2009 9:17 pm
Forum: Beginners Help
Topic: Sun that Expands?
Replies: 5
Views: 1867

i don't know how to get node position on screen, but you could use getRayFromScreenCoordinates() or camera->getTarget(), then compare make vertex that is in same distance as sun and then compare it's distance to it. i mean like this: center ------ sun | / | / | / |/ camera i guess it's not the most ...