Search found 58 matches

by Homer
Thu Jun 03, 2004 7:19 pm
Forum: Project Announcements
Topic: Projekt Urbanus v0.5
Replies: 11
Views: 4781

new demo

Thanks for your suggestions! A LOD-system is truly important, but I think I'll need some more time learning c++ before I'm able to code that. About the fog: we wanted to avoid using it because of the city scenery, I think this wouldn't look that nice. For the moment I've found another solution for t...
by Homer
Thu Jun 03, 2004 3:33 pm
Forum: Advanced Help
Topic: Performance problems due to high RAM consumption
Replies: 27
Views: 4879

vermeer wrote:how many 1024x1024 24bits were u loading, out of curiosity...
about 30 :oops:
by Homer
Wed Jun 02, 2004 5:57 pm
Forum: Advanced Help
Topic: Performance problems due to high RAM consumption
Replies: 27
Views: 4879

Ok, I think I've figured out the main problem. It was so obvious that I haven't thougt of it yet :oops:. The most of our textures were 1024x1024x24 pixels big, which means that every texture needed about 3 MBytes of RAM. I've shrinked these textures down to 512x512 and the program now only needs 190...
by Homer
Mon May 17, 2004 2:27 pm
Forum: Project Announcements
Topic: Projekt Urbanus v0.5
Replies: 11
Views: 4781

When I ran the demo, I didn't see anything that would merit such bad performance... That's the point. We don't know why our program needs over 300 MBytes when we just load in our level-mesh via SceneManager->getMesh("..."). Maybe this is a problem with our 3ds-file (converted from ms3d), ...
by Homer
Sun May 16, 2004 9:53 am
Forum: Project Announcements
Topic: Projekt Urbanus v0.5
Replies: 11
Views: 4781

Yes we know that. The problem is that our program needs over 300 MB of RAM (see my thread in the "advanced forum"), so if you don't own at least 512 MB Windows uses your hard-drive as a virtual ram and this is of course very very slow.
by Homer
Wed May 12, 2004 5:00 pm
Forum: Project Announcements
Topic: Projekt Urbanus v0.5
Replies: 11
Views: 4781

Someone asked for sourcecode in our guestbook. It isn't that impressive at the moment, I've just put some snippets from the forum together and added a few things like a small class for the car. The 3rd person camera is descended from boogles 3rd person camera class, I've just changed a few lines to ...
by Homer
Tue May 04, 2004 8:03 pm
Forum: Project Announcements
Topic: Projekt Urbanus v0.5
Replies: 11
Views: 4781

Projekt Urbanus v0.5

Hi! We have just released the first Irrlicht-based version of "Projekt Urbanus". It's going to be kind of an adventure/quiz-like game with a 3rd person view, playing in a real city in the 1920's. Currently, you can walk through some city parts, see a tram in action and drive a car (very pr...
by Homer
Tue May 04, 2004 5:55 pm
Forum: Off-topic
Topic: Copyright issues
Replies: 2
Views: 891

Copyright issues

Hi! We (two man team) are developing a game in which the player can move through our home town. The game plays in the 1920's, where the town centre differed much from the todays state. Some of the buildings contain brand names ("UFA Palast" -> cinema, UFA still exists; "Sarotti" ...
by Homer
Mon May 03, 2004 8:32 pm
Forum: Beginners Help
Topic: How does this work?
Replies: 15
Views: 1226

It works, but you have to edit and then recompile the engine. Delete the lines marked with a "-" and add the lines marked with a "+" and then rebuild Irrlicht.dll.
by Homer
Wed Apr 28, 2004 2:24 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: 3rd Person Camera
Replies: 106
Views: 77317

On a sidenote, I broke the camera into camera.cpp, main.cpp and main.h files so it's relatively easy to put it into other stuffs if someone needs it - camera is now being handled by two functions, depending what you want. Great! Can you please upload these files? I have some problems with my 3rd pe...
by Homer
Tue Apr 27, 2004 3:24 pm
Forum: Bug reports
Topic: Significant differences between DX8 and DX9 Rendering?
Replies: 3
Views: 2024

I have noticed this, too, but I think this appeared first with Irrlicht 0.6 or 0.5.2. In previous versions everything worked fine. Here is a sample screenshot: http://www.tu-chemnitz.de/~kotho/dx8.jpg I've got another problem with the dx9 renderer in fullscreen-mode, just see this screenshot: http:/...
by Homer
Mon Apr 26, 2004 7:43 pm
Forum: Project Announcements
Topic: PACO JONES - Finished game made with Irrlicht
Replies: 7
Views: 16062

Very nice game. Fortunately I could grab one of those new Ati X800 XT today so it runs perfectly on my machine ;)
by Homer
Mon Apr 26, 2004 5:13 pm
Forum: Beginners Help
Topic: 2d->3d
Replies: 6
Views: 789

I'm not quite sure if "getRayFromScreenCoordinates" returns the ray you want to have. Where is your model set with your code?
by Homer
Mon Apr 26, 2004 4:30 pm
Forum: Beginners Help
Topic: 2d->3d
Replies: 6
Views: 789

Hm, can you please be a bit more specific, e.g. show a bit more of your code. What type of line do you use? Maybe you can try using Irrlicht's line datatypes. Check if line.getVector() returns the vector you want to have.
by Homer
Mon Apr 26, 2004 4:11 pm
Forum: Open Discussion and Dev Announcements
Topic: About donations
Replies: 11
Views: 1271

Tels wrote:However, since niko is in Europe and many other people are too, he might simple publish his bank account info - I would happily send some money over.
Good idea, I would also like to reward Niko's great and hard work on the engine with some euros.