Search found 76 matches

by Tihtinen
Sat Feb 12, 2011 8:51 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422153

Actually that happens in XEffects in OpenGL. I had similar problems (though it has almost been a year since then and I don't know if it has been fixed). Read it and the solution here: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=38356
by Tihtinen
Tue Feb 08, 2011 6:59 pm
Forum: Advanced Help
Topic: Some things with implementing bloom
Replies: 1
Views: 505

Some things with implementing bloom

So, I've got basic stuff working (including depth map) in my post-processing "framework", but I have some problems implementing more sophisticated effects like bloom. As far as I know, I need at least 2 simultaneous RTTs, one for the normal rendered screen and another for the bright area s...
by Tihtinen
Sun Feb 06, 2011 6:18 pm
Forum: Advanced Help
Topic: Problems in simple post processing in HLSL
Replies: 2
Views: 441

Yeah, thanks I got it. Actually I had tried this before, but managed to screw up setting the uniform variables for screen size :D

But anyway, thanks a lot :) At least you confirmed that this was the issue. Now I can continue on my work.
by Tihtinen
Sun Feb 06, 2011 5:30 pm
Forum: Advanced Help
Topic: Problems in simple post processing in HLSL
Replies: 2
Views: 441

Problems in simple post processing in HLSL

Hi, I've recently tried to create a small post processing system for demo purposes. I'm having a problem that the final image gets more and more blurred the more post processing passes I render. Here is my vertex shader for the screen quad: struct VS_OUTPUT { float4 position : POSITION0; float2 texC...
by Tihtinen
Mon Jan 31, 2011 12:35 pm
Forum: Project Announcements
Topic: Project gallery and website. Submit projects here
Replies: 9
Views: 18865

Hello, we made a game a while back. The project page in the forums still exists: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=38344 Project name: Quantum Website: http://www.bluegrounds.com/Projects Download link: http://www.students.tut.fi/~laitin33/Quantum.zip (stable, our university ser...
by Tihtinen
Sun Jan 16, 2011 10:10 am
Forum: Off-topic
Topic: tapeworm
Replies: 591
Views: 112518

I'm also aiming for Bachelor of Science (in software engineering) this spring, plus I work part-time as a Qt programmer in the software industry. My bachelor's thesis is about post processing shaders (mainly in irrlicht, of course ;D). Hopefully I can do it and possibly publish my tech demo here lat...
by Tihtinen
Fri Nov 12, 2010 8:37 pm
Forum: Project Announcements
Topic: ComineGL: Game Library for Learning Programming in C/C++
Replies: 94
Views: 16630

I think I can see what you are trying with this project, but if the goal is easiness of use shouldn't you instead try to wrap the engine to some scripting language, like lua? : ) Well, just wondering :D
by Tihtinen
Thu Nov 04, 2010 5:25 pm
Forum: Off-topic
Topic: Teddyblow
Replies: 6
Views: 946

After a couple of tries I got 66 : D
by Tihtinen
Mon Nov 01, 2010 9:38 pm
Forum: Project Announcements
Topic: 9084 - Red Robot Inc.
Replies: 20
Views: 6029

I played it through : ) I give it this is probably one of the best stuff (along with for example TimeWalker) I've seen done with Irrlicht. But, as the project clearly aims high, I also had high expectations and the critique will also be quite strict. Just keep it in mind : ) Okay, first of all the i...
by Tihtinen
Sat Oct 23, 2010 2:07 pm
Forum: Project Announcements
Topic: Game project: Quantum [FINISHED!]
Replies: 24
Views: 12676

I was saying that it seemed like if I kept building towers or using effects the hordes kept spawning right away but if I let a horde just die I would get a break between spawns and be able to gain more power. Oh, the hordes and bosses are pretty much predefined (or at least their spawn times and en...
by Tihtinen
Wed Oct 20, 2010 12:27 pm
Forum: Project Announcements
Topic: Game project: Quantum [FINISHED!]
Replies: 24
Views: 12676

Thank you everyone for your comments, and also thanks to everyone that has had time to play our game : ) Didn't work on wine :( Must be because the game uses the Direct3D9 driver. I once tried and none of the Irrlicht examples ran on Wine using D3D9. OpenGL driver on the other hand ran fine. But yes...
by Tihtinen
Tue Oct 19, 2010 1:19 pm
Forum: Project Announcements
Topic: Character System Demo (feat. Miku Hatsune) MKII
Replies: 41
Views: 18857

I tried it and got everything from 200 to 700 fps depending on the settings. I have Intel Q6600 + Nvidia GeForce gtx460. For some reason the demo worked generally better on OpenGL than D3D9.
by Tihtinen
Mon Oct 18, 2010 7:05 pm
Forum: Project Announcements
Topic: Game project: Quantum [FINISHED!]
Replies: 24
Views: 12676

The game has been finished. Download links and details are in the first post.
by Tihtinen
Fri Oct 08, 2010 7:45 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 162516

ok fooled around with the includes and reextracted 1.6.5 and now i just have one? 1>Compiling... 1>main.cpp 1>c:\program files\game stuff\irrbullet-0.1.65\source\common.h(18) : warning C4099: 'btWheelInfo' : type name first seen using 'struct' now seen using 'class' 1> c:\program files\game stuff\i...
by Tihtinen
Thu Oct 07, 2010 2:39 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 162516

Nevermind, I got it working but I left my problem here for reference. Most likely the problem was that the libirrBullet.a was compiled with an older gcc version. That's what I also thought several hours ago so I compiled it by myself, but forgot to clean the old object files :oops: =================...