Search found 13 matches
- Fri Sep 13, 2013 5:09 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feature request: event-driven scene manager
- Replies: 5
- Views: 2482
Re: Feature request: event-driven scene manager
yes, you're absolutely right! back then i was just starting to learn CG and, due to my incompetence, became fascinated by the idea of universal, mega-city one scene graphs, fancy update strategies, dynamic algorithm selection, etc. so, what i wrote is typical C++ bull$hit ! :( code must be simple, p...
- Tue Mar 06, 2012 10:41 pm
- Forum: Code Snippets
- Topic: Attempt to implement real-time CSG (GeoMod of Red Faction 1)
- Replies: 15
- Views: 10212
Re: Attempt to implement real-time CSG (GeoMod of Red Factio
Hi! Stan Melax has recently opened the source of his impressive demo: http://www.melax.com/csg.html more details and link to the source code are here: http://altdevblogaday.com/2011/09/02/destruction/ so we can expect to see real-time booleans in video games soon. it will probably work on low res me...
- Mon Mar 15, 2010 7:23 am
- Forum: Code Snippets
- Topic: IrrIni - Class for parsing ini files from archive
- Replies: 10
- Views: 3315
- Mon Nov 02, 2009 5:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: An example and reference model for development of IRRlicht.
- Replies: 11
- Views: 6000
- Wed Oct 14, 2009 7:38 pm
- Forum: Off-topic
- Topic: A quick thought about sort...
- Replies: 1
- Views: 914
A quick thought about sort...
Hi! I just thought about little render queue sorting optimization. Usually, in each frame we find visible objects, put them into render queues, sort them in order to minimize render state changes and finally render them. But in typical scenes, maybe, about 80% of what was visible in the current fram...
- Mon Aug 17, 2009 1:03 pm
- Forum: Off-topic
- Topic: [C++] Good Matrix library?
- Replies: 3
- Views: 880
- Wed Jul 29, 2009 7:44 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Stress Test
- Replies: 20
- Views: 6986
Very interesting ! But wouldn't it be good if the engine could perform necessary optimizations itself ? ( Some scene graphs already can combine compatible objects ( merge nodes containing identical geometry ( as is your case ), transforms, effects, etc. ) i think it would be nice if the engine could...
- Sat Jul 25, 2009 3:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feature request: event-driven scene manager
- Replies: 5
- Views: 2482
Yes, you're right, in games scenes usually change every frame. i just wanted to say that we could avoid doing unnecessary work. If a scene node 'changes' how would we know about that ? Currently, we traverse and update the entire hierarchy, calculate visibility, store some info in scene nodes, and w...
- Sat Jul 25, 2009 1:09 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Feature request: event-driven scene manager
- Replies: 5
- Views: 2482
Feature request: event-driven scene manager
Hello Irrlicht community ! Wouldn't it be nice to make Irrlicht's scene manager event/task driven ? Currently, the engine renders, transforms, animates scene nodes every frame. But we can raise events when something changes, generate and process new tasks only when it's needed ( much like in OSes )....
- Sat Jul 11, 2009 9:45 pm
- Forum: Code Snippets
- Topic: Attempt to implement real-time CSG (GeoMod of Red Faction 1)
- Replies: 15
- Views: 10212
The demo was compiled under Windows, uses DirectX render API, doesn't use any shaders, but is very CPU-intensive ( it doesn't use hardware buffers for rendering, just raw mesh buffers placed in system memory ). And it crashes if it fails to create a sound device. System requirements are pretty low b...
- Sat Jul 11, 2009 6:08 am
- Forum: Code Snippets
- Topic: Attempt to implement real-time CSG (GeoMod of Red Faction 1)
- Replies: 15
- Views: 10212
- Fri Jul 10, 2009 8:30 pm
- Forum: Code Snippets
- Topic: Attempt to implement real-time CSG (GeoMod of Red Faction 1)
- Replies: 15
- Views: 10212
Attempt to implement real-time CSG (GeoMod of Red Faction 1)
A very basic demo showing real-time CSG. The algorithm used in the demo is BSP tree merging by Bruce Naylor ( that algo is nearly 20 years old ). I thought that would be useful to community because i couldn't find it on the Web (when i search for "GeoMod implementation with source code" no...
- Tue Apr 21, 2009 5:31 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Dynamic algorithm selection in Irrlicht
- Replies: 2
- Views: 1071
Dynamic algorithm selection in Irrlicht
Hello, everyone! Irrlicht is extremely easy to use, but the interface to the engine can be made even simpler. We need an intelligent world manager with dynamic algorithm selection. This manager should be able to optimize the scene for quickly responding to sequences of geometric queries. ( Are such ...