Search found 155 matches

by pippy3
Fri Mar 04, 2011 4:13 am
Forum: Project Announcements
Topic: irrCg v0.8 (Initial) - CgFX (Texture States, MultiPass etc.)
Replies: 227
Views: 110954

I've modified it to get it working on OSX.

Note it's not a library. (I like to minify dependancies)

http://www.mediafire.com/?qdpqr7dh3b7z573
by pippy3
Wed Mar 02, 2011 9:27 pm
Forum: Off-topic
Topic: Irrlicht on RT
Replies: 1
Views: 539

Irrlicht on RT

I saw a technology segment on Russia Today, and they were writing software to train snowboarders on a simulator.

And guess what they were using to write the graphics in?

Irrlicht is becoming famous :p
by pippy3
Wed Mar 02, 2011 1:12 am
Forum: Off-topic
Topic: Cd duplicating protection softwares
Replies: 42
Views: 5211

@randomMesh Teachers pay a lot for shitty things. If it works and they get it now they'll but it. I know a teacher who paid $40 for a series of large puzzle piece templates. Someone with photoshop could spend 5 minutes making it.
by pippy3
Wed Mar 02, 2011 1:08 am
Forum: Off-topic
Topic: Cd duplicating protection softwares
Replies: 42
Views: 5211

Just check the name of the current used drive is the same as you one you burnt. (EG "MyExampleCD"). Most people if they copy CDs don't bother to copy and paste the name across.

If people are determined they'll find a way to get around it anyway. So just use the honor system.
by pippy3
Wed Mar 02, 2011 12:58 am
Forum: Beginners Help
Topic: Back from the depths
Replies: 4
Views: 1556

This probably should go in Advanced/ Beginners help. Don't make your own class to draw a model. Reuse Irrlicht's behaviors. Also put everything into an irrlicht array, don't use C style arrays (unless you really know what you're doing). The Irrlicht API should be your bible. if you look at ISceneNod...
by pippy3
Mon Feb 28, 2011 3:20 am
Forum: Off-topic
Topic: Project Natal...
Replies: 10
Views: 2258

90% chance it's a fad - it will die out in a few years. Programming & making it work well is too hard. Some of the early games using it are laughable, this combined with the delay and potential hardware issues will keep it from everyday use. Other implementations - it has a lot of potential. Med...
by pippy3
Sat Feb 26, 2011 10:58 pm
Forum: Off-topic
Topic: Irrlicht data types
Replies: 14
Views: 2326

I've sometimes just kept irrlicht included in my console programs for the handy data types. Makes the .exe bigger and has to have the .dll, but makes my job easier I think. Wouldn't it be easier to just include irrTypes.h, or does that also require to build lib? Haha, I was thinking this. Just remo...
by pippy3
Sat Feb 26, 2011 5:24 am
Forum: Advanced Help
Topic: Shadows under feet
Replies: 6
Views: 770

the simplest solution is to darken terrain vertices under the player. that's not very realistic but easy and fast to apply. you need to update few vertices and if the terrain is not a big mesh but a tiled terrain the speed of updating is great. My first reaction too. Sadly the meshes under the play...
by pippy3
Sat Feb 26, 2011 4:24 am
Forum: Open Discussion and Dev Announcements
Topic: Using IAttributes on SMaterial and removing E_MATERIAL_TYPE
Replies: 6
Views: 1683

My suggestion was just a stab in the dark, I don't know the best way to tackle the problem. I don't feel the modifications would completely change the way irrlicht handles materials, it would change the way it initiates them. One possibility is simply integrating it tightly into irrcg (I think it's ...
by pippy3
Sat Feb 26, 2011 4:06 am
Forum: Off-topic
Topic: Irrlicht data types
Replies: 14
Views: 2326

i think I'll get bored of writing uint32_t instead of u32. Well, since the using namespace directive is evil , it would be irr::u32 So typing uint32_t would probably be faster. But writing using irr::u32; would save typing the long run. Though I simply just use namespace irr; in all my headers anyw...
by pippy3
Fri Feb 25, 2011 5:41 am
Forum: Off-topic
Topic: Irrlicht data types
Replies: 14
Views: 2326

Irrlicht data types

Irrlicht data types are so handy. I can't imagine programming c++ without them. s = singed, u = unsigned, d = double, f float and c = char. Then add byte amount. I wonder if other libraries include them. In fact, I wonder if irrlicht can submit these data types to IEEE to get them into a future iter...
by pippy3
Fri Feb 25, 2011 12:31 am
Forum: Off-topic
Topic: about this forum..
Replies: 11
Views: 1801

serengeor wrote:I saw that some forums have syntax highlighted code boxes, that would be nice to have :)
This. They're very easy to set up an the auto-copy function is great.
by pippy3
Fri Feb 25, 2011 12:30 am
Forum: Advanced Help
Topic: Speeding up custom particle engine -> reducing draw calls
Replies: 9
Views: 1075

I've read irrlicht has a lot of complexity issues when it comes to particle effect algorithms.

While it makes sense to write a new particle engine, why not simply patch irrlichts to your desire?

then you can release it and help everyone else.
by pippy3
Fri Feb 25, 2011 12:28 am
Forum: Open Discussion and Dev Announcements
Topic: Categorized snippets archive
Replies: 13
Views: 2235

I'm more than willing to set something up.

Though why not make a wiki page and just add some things on to it?
by pippy3
Thu Feb 24, 2011 2:24 am
Forum: Off-topic
Topic: about this forum..
Replies: 11
Views: 1801

I'd say a combination of having your monitor in bight conditions and perhaps color blindness would be causing it.