Search found 155 matches

by pippy3
Tue Feb 22, 2011 7:59 am
Forum: Off-topic
Topic: Christchurch Earthquake
Replies: 1
Views: 538

Christchurch Earthquake

I felt it in Dunedin. I wonder if Blindside felt it.
by pippy3
Tue Feb 22, 2011 6:09 am
Forum: Off-topic
Topic: Newton Dynamics is now Open Source!!!
Replies: 26
Views: 5786

Lonesome Ducky wrote:This is good news, but I think I'm going to stick with Bullet still.
+1 for bullet.

Though now newton is open source I may have to give it a go.
by pippy3
Mon Feb 21, 2011 10:09 am
Forum: Beginners Help
Topic: why to use a physics engine?
Replies: 4
Views: 327

You don't need a physics engine for calculating matrix rotations. Irrlicht has that inbuilt. You may want to pick up a book on maths or start reading online. I only did 101 maths in uni, so I found arras's Free Flight (space flight) functions very helpful. I tried to do the same with quaternions but...
by pippy3
Mon Feb 21, 2011 9:12 am
Forum: Advanced Help
Topic: Shadows under feet
Replies: 6
Views: 768

I'm just going to scrap the shadow feature in my game. Sometimes unity3d looks very tempting. Stensil buffers create too many artifacts. Xeffects only works on limited hardware. Even simple textures for shadows only works with meshes, which will create artifacts. I remember reading in the API a way ...
by pippy3
Mon Feb 21, 2011 6:50 am
Forum: Beginners Help
Topic: why to use a physics engine?
Replies: 4
Views: 327

Bullet is pretty nice. And Newton is now under a zlib licence.


But first ask yourself: will a physics engine make my game funner?
by pippy3
Mon Feb 21, 2011 2:10 am
Forum: Beginners Help
Topic: Slowing character rotation speed
Replies: 3
Views: 397

A nice trick:

new rotation += (current - target) / 2

this way it will add half of the difference each update. You can apply this to positions too, so when it gets closer to the taget, it will slow down.
by pippy3
Mon Feb 21, 2011 12:39 am
Forum: Game Programming
Topic: Looking to join a game dev team
Replies: 20
Views: 6330

devsh wrote:I'm developing a game engine, you could join.
Instead of developing your own engine, why don't you simply contribute to irrlicht?
by pippy3
Sun Feb 20, 2011 11:25 pm
Forum: Off-topic
Topic: Newton Dynamics is now Open Source!!!
Replies: 26
Views: 5786

I'd rather have irrlicht have a wrapper, and perhaps some optimizations for the newton wrapper.


But this is great news.
by pippy3
Sun Feb 20, 2011 11:22 pm
Forum: Open Discussion and Dev Announcements
Topic: Why you are not using IrrExt?
Replies: 9
Views: 2615

Ha, come to think of it I am using the solarflare from irrext.

So I am kinda using it.
by pippy3
Sun Feb 20, 2011 11:19 pm
Forum: Advanced Help
Topic: Shadows under feet
Replies: 6
Views: 768

Calculate the position of the ground relative to the object you want to put your blob shadow, and put the blob shadow there. haha yes. I was looking for more something like this http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=208472&sid=7934e9608187fd0e7c4b505ec2e6eb06 or http://irrlicht...
by pippy3
Sun Feb 20, 2011 8:41 am
Forum: Game Programming
Topic: Looking to join a game dev team
Replies: 20
Views: 6330

No need to be harsh, he's only 15 years old.
by pippy3
Sun Feb 20, 2011 8:39 am
Forum: Advanced Help
Topic: Shadows under feet
Replies: 6
Views: 768

Shadows under feet

I've decided to do a basic blob under the player / other objects. What's the best approach to doing this?
by pippy3
Fri Feb 18, 2011 6:30 am
Forum: Open Discussion and Dev Announcements
Topic: Why you are not using IrrExt?
Replies: 9
Views: 2615

It seems to be disorganized.

I'd write my own custom behavior before reading through someone else's only to discover it's not what I wanted.
by pippy3
Thu Feb 17, 2011 3:42 am
Forum: Open Discussion and Dev Announcements
Topic: Using IAttributes on SMaterial and removing E_MATERIAL_TYPE
Replies: 6
Views: 1678

After a little research I think both Source and Unreal have their own format for defining material properties and shader variables. In Unreal if the user specifies a bump map or similar the engine will use internal higher shaders to render it. In Source the user can write their own pseudo-programmin...
by pippy3
Thu Feb 17, 2011 1:46 am
Forum: Open Discussion and Dev Announcements
Topic: How long should we keep deprecated methods?
Replies: 21
Views: 3578

Am I evil for thinking as soon as its deprecated, just remove it?

A quick google of the error after upgrading irrlicht versions will likely point to a forum post of someone with the same problem and solution.