Search found 30 matches

by kvakvs
Sun Aug 29, 2010 10:33 am
Forum: Project Announcements
Topic: SPARK open-source advanced particle engine
Replies: 104
Views: 83423

I think this comes closer. Are you planning to release a loading function to load and display the particle system created with the editor. I was thinking about something like


System *mySystem=System::loadParticleSystemFromFile("myFileCreatedWithTheEditor");


This would be fine. It wouldn't be ...
by kvakvs
Sun Aug 29, 2010 12:11 am
Forum: Project Announcements
Topic: Reincarnations: Uncover the Past released
Replies: 12
Views: 4708

Thanks for super positive feedback, everyone.
I'll show this to our team on Monday.
That'll be another great morale boost :D
by kvakvs
Fri Aug 27, 2010 2:23 pm
Forum: Project Announcements
Topic: Reincarnations: Uncover the Past released
Replies: 12
Views: 4708

Reincarnations: Uncover the Past released

Hello everyone,
I'm here to announce release of our 2D casual hidden object adventure game, Reincarnations: Uncover the Past, which is available on http://bigfishgames.com as Collector's Edition since today, and in 2 weeks standard edition will follow.

See intro video, few screen shots and download ...
by kvakvs
Sat Aug 21, 2010 8:50 pm
Forum: Advanced Help
Topic: Preprocessing scenes for server-side collision detection
Replies: 2
Views: 690

Ask your graphic developers about the library they use to load 3D mesh data. Also you can look at other available free libraries, like Assimp. Also you might need some 3D math (for example here http://www.geometrictools.com). Possibly things here might be useful too: http://vterrain.org
by kvakvs
Wed Aug 18, 2010 8:53 am
Forum: Beginners Help
Topic: how to draw the line with setted width
Replies: 13
Views: 1226

Modern video cards hardware can only draw simple Bresenham lines, no thick lines. Thick lines are simulated with 3D geometry (triangles and triangle strips).

So if you want full control over line rendering, with antialiasing, texturing, lighting, whatever you wish to control...

1. Build 2 points ...
by kvakvs
Mon Aug 16, 2010 9:41 am
Forum: Advanced Help
Topic: [ASK] background transparency
Replies: 5
Views: 1506

This looks like its working as intended (by Windows designers).

To have window border solid, probably you will need to grab desktop picture under your window and then render it before your transparent picture, "simulating" transparence. Of course this will not update the picture if desktop under ...
by kvakvs
Mon Aug 16, 2010 8:06 am
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

Here's the first usable release of changes.
OLD LINK http://lytovchenko.ca/irrlicht/irrlicht-171-nativedds-01.zip
NEW http://longcat.info/files/irrlicht/irrlicht-171-nativedds-01.zip

Changes are listed here in my previous post also in an attached readme file. This includes DXT file format, DirectX8 ...
by kvakvs
Fri Aug 13, 2010 11:55 am
Forum: Bug reports
Topic: [fixed] D3D8 Mip filtering (mip and mipless in same scene)
Replies: 1
Views: 576

[fixed] D3D8 Mip filtering (mip and mipless in same scene)

Im using mix of materials which have MIP levels, and which do not. Had the problem, when in some situations D3DTSS_MAGFILTER and D3DTSS_MINFILTER were not set correctly according to Material.UseMipMaps.

Here is what i found in "irr.video.CD3D8Driver.setBasicRenderStates"
texture stage state is not ...
by kvakvs
Thu Aug 12, 2010 10:53 am
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

Okay.
For now, DDS support for DX8 is functional as much as I needed it to be.

* D3DX is not used. I used example from DX SDK 9, and rewrote it for DX8;
* Mip levels detected, loaded and supported;
* Per pixel disabled (for obvious reasons, can't access specific packed pixels)
* Locking of image ...
by kvakvs
Mon Aug 09, 2010 9:37 am
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

Got into the following trouble now.
Resolved now.
D3D8Driver was using (CD3D8Texture *) C-style cast on everything. Fixed by making CD3D8Texture abstract common ancestor for (renamed) CD3D8TextureImpl and CNativeDDSTextureD3D8.

Now to fix the build tool (adding NV Texture Tools C# binding to my C ...
by kvakvs
Fri Aug 06, 2010 4:07 pm
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

I've made:
* DDS Loader - another one, slightly based on that in SVN; Hidden inside nativedds namespace to avoid possible name clashes and to draw a clear line around my changes;
* DDS Image - minimum functions only holds the DDS file contents and responds to various queries;
* DDS Texture for DX8 ...
by kvakvs
Thu Aug 05, 2010 12:26 pm
Forum: Advanced Help
Topic: How to get a ball to stop on a slope.
Replies: 7
Views: 2194

ent1ty wrote:Well the whole point of rounded objects like wheel(cylinder) or a sphere, is that they have very low or even none friction at all when rolling.
No or low friction means that wheel will slide, instead of rolling.
WEEEEE, zero friction let's sleigh!
Friction makes it roll, when the axle is moving.
by kvakvs
Wed Aug 04, 2010 3:10 pm
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

So...
To keep stuff simple, what can I offer (also experimenting with it these days, trying to integrate into my prerelease quality 2D casual game)

1. Create CImageDDS, a subclass of IImage, always use format ECF_UNKNOWN (noone should ever need to access pixels and blocks in DDS surface) or add ECF ...
by kvakvs
Tue Aug 03, 2010 7:47 am
Forum: Advanced Help
Topic: DDS/DXT support in DX8/DX9/OGL drivers
Replies: 16
Views: 6554

CuteAlien said: the DDS decompression will be optional is this new feature ;)
I'm still reviewing through the CImageLoaderDDS.cpp/h source, and only can see here ECF_A8R8G8B8 texture creation, which is decompressed upon loading. Keeping going like this, my JPEG+Alpha JPEG loading code works just ...
by kvakvs
Mon Aug 02, 2010 5:19 pm
Forum: Advanced Help
Topic: What can be disabled for iPhone Optimisation
Replies: 9
Views: 1083

In irrcompileconfig.h (if i remember correct the file name, but you should have no trouble finding it anyway) there is plenty of options to be disabled. Few of them are depending on others, but you will figure that fast, when it will refuse to link without something, you recently have disabled.