Search found 22 matches

by cr33
Thu Jul 30, 2009 10:45 am
Forum: Beginners Help
Topic: Create an huge world
Replies: 15
Views: 2820

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: 2684

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 ...
by cr33
Thu Jul 09, 2009 9:19 am
Forum: Beginners Help
Topic: how to make that kind of toon shader?
Replies: 8
Views: 1252

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 ...
by cr33
Wed Jul 08, 2009 8:29 pm
Forum: Beginners Help
Topic: how to make that kind of toon shader?
Replies: 8
Views: 1252

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 ...
by cr33
Tue Jun 23, 2009 2:00 pm
Forum: Project Announcements
Topic: CCloudSceneNode - clouds with levels of detail
Replies: 87
Views: 86558

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: 352

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 ...
by cr33
Wed Jun 17, 2009 9:22 am
Forum: Advanced Help
Topic: RTS-style right click movement
Replies: 11
Views: 1299

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: 596

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 ...
by cr33
Sun Jun 14, 2009 10:58 pm
Forum: Beginners Help
Topic: FPS drop while mesh instancing
Replies: 5
Views: 596

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 ...
by cr33
Sun Jun 14, 2009 9:04 pm
Forum: Beginners Help
Topic: FPS drop while mesh instancing
Replies: 5
Views: 596

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 2.8 GHz ...
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: 84618

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: 6363

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: 574


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 ...
by cr33
Tue May 19, 2009 2:32 pm
Forum: Beginners Help
Topic: problem sticking camera to node
Replies: 1
Views: 459

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: 2094

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 ...