Search found 103 matches

by Memorial76
Sun May 02, 2010 1:27 pm
Forum: Project Announcements
Topic: fast planet rendering
Replies: 151
Views: 59201

could you mention the link here, please :D
by Memorial76
Sat May 01, 2010 6:37 pm
Forum: Game Programming
Topic: cool graphic stuff
Replies: 6
Views: 2954

:shock: impressive
by Memorial76
Sun Apr 18, 2010 8:37 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: ! THE VERY Advanced FontTool by N. Atanasov TTF2PNG + SOURCE
Replies: 46
Views: 35627

I've just DL it and had a quick look. :shock: Really great :shock:
I can't wait testing it in my project :D
by Memorial76
Sun Apr 18, 2010 3:43 pm
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Thanks! He-he! Not being serius, but let`s say polycount is the most important part and you don`t use the terrain type of mesh, you do sth like this: http://pics.data.bg/categories/1/%D0%BE%D0%B1%D1%89%D0%B8/0ab1f32846ac4ec0de66ecde16dfcb54/pic because you`re using lots of trigs for flat terrain. :s...
by Memorial76
Sun Apr 18, 2010 3:22 pm
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Allright, I went back to OctreeSceneNodes and removed shadows. I speeds up to around 80~90 FPS.

I must also mention that I have a huge WaterSceenNode around. I may be also quite heavy :roll:
by Memorial76
Sun Apr 18, 2010 3:15 pm
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Thanks twice! :wink:
by Memorial76
Sun Apr 18, 2010 2:57 pm
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

In deed I wasn't using .3ds because it's cheaper but because it was the first format I knew from before. Actually I don't know the main difference between the fomats. :roll: I'm quite sure my scene is slow because of the shadows but I don't want to use predefined lightmaps... In deed their are so ma...
by Memorial76
Sun Apr 18, 2010 2:15 pm
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Duo T2400 1024 RAM with ATI RADEON X1600 :roll:
by Memorial76
Sun Apr 18, 2010 9:47 am
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Yes, they re. I used as low triangles as possible to save FPS. But if you know a good way to smooth them with a low FPS cost I am really really really interested in learning it :D
Thanks for your interest :D
by Memorial76
Sun Apr 18, 2010 9:04 am
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

As promised: some pictures. Nothing extraordianry though... the main menu: (no background yet) https://docs.google.com/leaf?id=0Bx7NTcqNYBW-MTMzZDg2MzYtMzdiNS00MWJmLWE3NWYtNGMzMGZjOTFlYzQ0&hl=en Fps mode: all models are mine and textures are derived from my own photos... https://docs.google.com/...
by Memorial76
Tue Apr 13, 2010 8:19 am
Forum: Project Announcements
Topic: Yggdrasil
Replies: 14
Views: 2078

Yggdrasil

This is my sandbox project. This is the project I use to learn C++ programming, Irrlicht, Blender, Gimp and anything that might be useful. The aims are: *learning various skills *having fun It includes: * Irrlicht GERAP. * my own file archive system * 3d First person view world. *GERAP: see: http://...
by Memorial76
Tue Apr 13, 2010 6:02 am
Forum: Code Snippets
Topic: Architecture for Gui and EventReceiver
Replies: 19
Views: 4933

:wink:
Thanks :D
by Memorial76
Mon Apr 12, 2010 5:40 pm
Forum: Beginners Help
Topic: idBitMask, how does it work?
Replies: 13
Views: 576

Oups sorry, :oops:
I didn't notice this tutorial was improved since I did it first time.
Thanks, I'll have a look at it :wink:
by Memorial76
Mon Apr 12, 2010 4:15 pm
Forum: Beginners Help
Topic: idBitMask, how does it work?
Replies: 13
Views: 576

You're right, I didn't know the subject was so wide. In fact I only wonder about how to use the "idBitMask" parameter of functiuns such "getSceneNodeFrom...()" in collision detection.

Thanks for your interest.
by Memorial76
Mon Apr 12, 2010 12:55 pm
Forum: Code Snippets
Topic: Architecture for Gui and EventReceiver
Replies: 19
Views: 4933

:?: