Search found 13 matches

by CodeGen
Fri Sep 13, 2013 5:09 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature request: event-driven scene manager
Replies: 5
Views: 2431

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...
by CodeGen
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: 9928

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...
by CodeGen
Mon Mar 15, 2010 7:23 am
Forum: Code Snippets
Topic: IrrIni - Class for parsing ini files from archive
Replies: 10
Views: 3253

Hi! It's a very useful code snippet, thanks for that! Turning comparisons into table lookups could be faster: bool CIrrIni::isCharAlpha(wchar_t wchar) { return alphaCharsTable[char(wchar)]; } bool CIrrIni::isCharAlphaNumeric(wchar_t wchar) { return alphaNumericCharsTable[char(wchar)]; }
by CodeGen
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: 5983

What a great engine! It's loads of work... i believe Irrlicht will get all of those cool graphics features in the future. These things should always keep us motivated.
by CodeGen
Wed Oct 14, 2009 7:38 pm
Forum: Off-topic
Topic: A quick thought about sort...
Replies: 1
Views: 891

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...
by CodeGen
Mon Aug 17, 2009 1:03 pm
Forum: Off-topic
Topic: [C++] Good Matrix library?
Replies: 3
Views: 859

A good math library is shipped with Doom3/Quake4/PREY SDK ( in idLib ).
They have several matrix classes ( 2x2, ..., 6x6, and even generic XxX ).
And in those SDKs practically various versions of idLib exist, they have been modified "for performance", so you may want to check them all.
by CodeGen
Wed Jul 29, 2009 7:44 pm
Forum: Open Discussion and Dev Announcements
Topic: Stress Test
Replies: 20
Views: 6716

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...
by CodeGen
Sat Jul 25, 2009 3:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature request: event-driven scene manager
Replies: 5
Views: 2431

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...
by CodeGen
Sat Jul 25, 2009 1:09 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature request: event-driven scene manager
Replies: 5
Views: 2431

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 )....
by CodeGen
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: 9928

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...
by CodeGen
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: 9928

And we need to improve surface clipping routines. Suppose we carve a cube from a slab. This is how they did in RF ( note the "wrapping" ) : http://www.weimage.com/out.php/i12581_RF1polyclipping.jpg ( These convex polys are then triangulated. Look at http://john.slagel.com/Geomods.html ) An...
by CodeGen
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: 9928

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...
by CodeGen
Tue Apr 21, 2009 5:31 pm
Forum: Open Discussion and Dev Announcements
Topic: Dynamic algorithm selection in Irrlicht
Replies: 2
Views: 1060

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 ...