Search found 37 matches

by Gorbstein
Mon Mar 28, 2011 11:20 am
Forum: Beginners Help
Topic: Annoying pause on texture first use
Replies: 5
Views: 365

To confirm, actually displaying the quad on load seems to stop this pause. Weird?
by Gorbstein
Mon Mar 28, 2011 11:04 am
Forum: Beginners Help
Topic: Annoying pause on texture first use
Replies: 5
Views: 365

Annoying pause on texture first use

Ok, strange problem which I'm sure I've seen addressed here before, but I can't find the post. On my game init, when I load in the object/scene data I make sure to call driver->getTexture(filename) each time I come across a required texture, to ensure that it's preloaded and stored on the video card...
by Gorbstein
Wed Mar 09, 2011 9:45 am
Forum: Beginners Help
Topic: LOD on meshes
Replies: 12
Views: 1775

This pic shows what is my idea of lod, its just hard to realize in C++ If I wanted to do it the easiest way to get me started I'd pre-create N different levels of detail (polygon complexity) for my models using whatever modelling software. Some modelling software can do this for you, or has functio...
by Gorbstein
Tue Mar 08, 2011 2:35 pm
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 784

Hmm.. ok. Not completely familiar with the bone/animation system in Irr so not sure where it's getting its normal data from. What if you try using a Mesh Manipulator to recalculate the normals? virtual void recalculateNormals (IMeshBuffer *buffer, bool smooth=false, bool angleWeighted=false) const =...
by Gorbstein
Tue Mar 08, 2011 12:16 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 364575

Nvidia has a planetary atmosphere shader in their GPU Gems 2 book This technique is both for in-atmosphere scattering and out of atmosphere scattering http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html The out of atmosphere scattering looks awesome, something to get my teeth into. I ...
by Gorbstein
Tue Mar 08, 2011 11:21 am
Forum: Beginners Help
Topic: Game scripting languages
Replies: 20
Views: 4075

Liking this discussion because I'm also at the point of integrating scripting into my game engine and not sure of the best way to arrange everything to talk efficiently and easily. Would be interested in your diagram but for some reason I get a network error when I try to open it.. (might be workpla...
by Gorbstein
Tue Mar 08, 2011 11:16 am
Forum: Beginners Help
Topic: Game scripting languages
Replies: 20
Views: 4075

what is distribution problem? Well I had problems to get it to run on other machines, it usually requires them to get the same version of python, ect. I haven't done anything lately with it so I can't really remember right now. Blender has this problem; If you don't have the exact version of python...
by Gorbstein
Tue Mar 08, 2011 9:02 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 364575

Yeah, it's in the plan once I have the gameplay finished. I don't have any experience of shaders at all so this will be a nice test-bed when I come to learning.

Do you have any references for planet shading techniques?

D
by Gorbstein
Mon Mar 07, 2011 10:06 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 364575

My first game : A world-rotates-around-the-ship top down shootemup with gameplay crossed between Elite and old Amiga games Seek and Destroy or Transplant ( video here ). The plan is to have space exploration and trading as well as fast paced battles with lots of bullet eye candy. http://www.d-white....
by Gorbstein
Mon Mar 07, 2011 9:52 pm
Forum: Open Discussion and Dev Announcements
Topic: Culling Default = ...
Replies: 3
Views: 1506

I had this problem too. I felt a smgr->setDefaultCullingMode(..) would be useful, so it could be set after irrlicht initialisation and forgotten about. I had a few areas where I wished I had things like this. In the end I found it easier to hide all irrlicht stuff inside a wrapper (ie: GraphicsEngin...
by Gorbstein
Mon Mar 07, 2011 9:39 pm
Forum: Beginners Help
Topic: ISceneCollisionManager+Custom SceneNode (+Material question)
Replies: 1
Views: 206

1.) It is displayed with fancy colors (which are set in the example code), but I am not able to assign a material (png file) to it. What is the problem? What code are you using to assign the png texture to the object? Should be something like: mat->setTexture(0,<texture>) <texture> being one you lo...
by Gorbstein
Mon Mar 07, 2011 9:10 pm
Forum: Advanced Help
Topic: Issues with applied recalculated normals being again changed
Replies: 5
Views: 784

At a guess, it sounds like not all of the keyframes are getting their normals uploaded properly - just the first one. When you're telling Irrlicht to relcalculate the normals during animation it'll be interpolating between your fixed normals and the bad ones. Does it help if you call setDirty on eac...
by Gorbstein
Fri Feb 25, 2011 12:21 pm
Forum: Advanced Help
Topic: Speeding up custom particle engine -> reducing draw calls
Replies: 9
Views: 1080

Thanks all. OK, I'm starting to see now. I don't need the functionality of scene nodes, it just seemed a convenient way to get stuff on the screen easily. I don't even need culling - I do that myself anyway - and there aren't going to be many big explosions outside the player view anyway. Sudi: I ha...
by Gorbstein
Fri Feb 25, 2011 11:50 am
Forum: Advanced Help
Topic: Speeding up custom particle engine -> reducing draw calls
Replies: 9
Views: 1080

Sudi : how did you overcome the problem? Do you use scene-node per particle or another way of combining all independent particles into one scene-node / draw call? How does irrlicht batch the particles together in its own particle engine? I thought about writing a custom scenenode which sorts all qua...
by Gorbstein
Thu Feb 24, 2011 10:13 pm
Forum: Advanced Help
Topic: Speeding up custom particle engine -> reducing draw calls
Replies: 9
Views: 1080

Speeding up custom particle engine -> reducing draw calls

Hi, I decided to make my own particle engine for my game from scratch, since I wanted some unusual custom functionality. All works well except it is very slow. My explosion effect uses 6 emitters which give a total of about 30 or so particles on-screen at the peak of the effect. Not many, yet at thi...