Search found 14 matches

by drr00t
Sun May 23, 2010 2:41 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht threading support
Replies: 30
Views: 7050

Hi, It's nice have discussions about irrlicht threading support, i really would like to have this, but i would like to "over parallelization" things. All we know that thread have a cost. To me thread need stay at low level and controlled by irrlicht as threading build block does, central d...
by drr00t
Sat May 22, 2010 2:31 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht threading support
Replies: 30
Views: 7050

Hi, I tryed simulate multhreading using event based technique to make loading cross frames, but stay isn´t good enogh because of texture load. I now that irrlicht actually is not need of threading support if you a develop a casual games, but i working on a greater game, with bigger scene and i reall...
by drr00t
Fri May 21, 2010 5:21 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht threading support
Replies: 30
Views: 7050

Hi, First ideas to discuss We could create a CIrrlichtThreadManager class and IIrrlichtThread interface to be implemented by every manager that desire execute something in work queue. The CIrrlichtThreadManager this class will be responsable for create real threads based on system processors number....
by drr00t
Fri May 21, 2010 1:50 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht threading support
Replies: 30
Views: 7050

Irrlicht threading support

Hi, This is created to exchange ideas about how we could implement threading in Irrlicht. The conversation start in this thread http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=38505 . What we discuss here: - features desire - possible architecture following irrlicht style i will post my ideas...
by drr00t
Fri May 21, 2010 12:47 pm
Forum: Advanced Help
Topic: Multi threaded Loading
Replies: 8
Views: 2083

Hi, I very interest in this topic too, if we could implement this feature in irrlicht core as generic task based system multicore hardware could be detected and equivalent thread number created, it could be used in Filesystem, Scene paging, loading mesh, etc... We could talk in Open development thre...
by drr00t
Sun Feb 14, 2010 12:49 pm
Forum: Project Announcements
Topic: Irrlicht i18n (Unicode, FreeType, etc.)
Replies: 176
Views: 109882

hi,

Very nice adding. I would like to try, but the links isn't working.
by drr00t
Sun Jan 24, 2010 10:42 pm
Forum: Code Snippets
Topic: Using hashes instead of enums.
Replies: 2
Views: 1562

Hi, Nice work, i using something like this on my engine, but i use SuperFastHash from Paul Hsieh site, that is very fast hash to variable string size. Mode information here: http://www.azillionmonkeys.com/qed/hash.html #include "pstdint.h" /* Replace with <stdint.h> if appropriate */ #unde...
by drr00t
Wed Dec 23, 2009 12:15 pm
Forum: Game Programming
Topic: saving and loading game progress
Replies: 3
Views: 2022

hi, Thank you for answer, the structure has just a example to start a discuss with you about ways to make a robust save and loading games with Irrlicht, lot of people here are making games, so i thinking this topic would be interesting. There is a lot information about architecture, ai, etc... but v...
by drr00t
Tue Dec 22, 2009 8:46 pm
Forum: Game Programming
Topic: saving and loading game progress
Replies: 3
Views: 2022

saving and loading game progress

Hi, I coding my game engine on top of Irrlicht, and now i thinking how can build my save and load game file format. i using irr scene files and Irrlicht standard scene loader. here follow format that i thinking [game file] [game level missions] [ mission name="First"] [Completed="true...
by drr00t
Thu Nov 05, 2009 4:49 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164668

hi,

i will try this, thanks for help.
by drr00t
Thu Nov 05, 2009 12:35 am
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164668

Hi, Yes, i using iwalktest all work fine and fast. Material isn't loader... i trying understand what happening here... I look at code of iwalktest and mesh load in made by scene manager like using CIrrBMeshLoader like me, but with me the material isn´t loaded when i try irrbmesh, but works with norm...
by drr00t
Tue Nov 03, 2009 12:19 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164668

meshe loading with irr binary format

Hi, I´m coding my own irr scene loader because i want control insert and remove meshes from scene. Until now i was using standard irr mesh format irrmesh and all work fine, but when i try load same mesh converted to irrbmesh (irr binary) any material is loaded, just the meshes. To load a irrbmesh i ...
by drr00t
Sun Oct 18, 2009 2:25 am
Forum: Everything 2d/3d Graphics
Topic: Occlusion culling
Replies: 25
Views: 12105

Hi,

Great work!!! Irrlicht scene format could be support this kind of node..., irrlicht blender (irrb) from pc0der too.

I got:
130 - 500 fps without
300 - 600 fps with

with my little Gf 7600 GT
by drr00t
Sat Aug 08, 2009 6:04 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 164668

Hi, Nice work pc0de, very long time i have looking for good scene Blender exporter and a good engine, to build my game. Until now i using Ogre and dotScene, but after i saw our work, i make a quick tests with small parts of my scenes and all look very good. I have some question, i see that you are w...