Search found 28 matches
- Sun Oct 23, 2011 5:28 pm
- Forum: Beginners Help
- Topic: Irrlicht and physics, where to start?
- Replies: 6
- Views: 420
Re: Irrlicht and physics, where to start?
One starting point for integration of Bullet and Irrlicht is the thread below. If I recall, it's one of the few non-obscured (abstracted) examples on the web and can be tested without the complexity of wrappers. You will need to download bullet physics from bulletphysics.com and his zip file, but ev...
- Mon Oct 17, 2011 12:20 am
- Forum: Beginners Help
- Topic: Generic question Irrlicht OGL performance
- Replies: 5
- Views: 336
Re: Generic question Irrlicht OGL performance
Thanks again. Your reply set me off on a new afternoon of study. I've really tried to keep mesh buffers as a black box except where the physics required I pull out the data. It looks like it's time to understand them better. ;) I found many threads on Mapping Hints and have played around it. You've ...
- Sun Oct 16, 2011 5:06 pm
- Forum: Beginners Help
- Topic: Model rotating but staying attached
- Replies: 8
- Views: 382
Re: Model rotating but staying attached
I'm not able to understand your question clearly and there may be something about RTS games that is beyond me. But, it sounds like you are trying to use multiple discrete meshes (perhaps linked as children?) where one might be more appropriate. If the object is a Player model, it could be made one m...
- Sun Oct 16, 2011 4:48 pm
- Forum: Beginners Help
- Topic: Generic question Irrlicht OGL performance
- Replies: 5
- Views: 336
Re: Generic question Irrlicht OGL performance
What's the actual polycount of each mesh, I put in some counts, the player/AI meshes (each is two separate meshes) are 636 Indices with a vertex count of 570 and 6924 Indices with a vertex count of 6848 (this came as a surprise, I've been saying our bipeds are low-poly, on the face of it, that does...
- Sun Oct 16, 2011 3:30 pm
- Forum: Beginners Help
- Topic: RTS Game: Question about Creating Objects
- Replies: 5
- Views: 354
Re: RTS Game: Question about Creating Objects
The recommendation to use arrays or lists might help you but that depends on your design. If you truly want to have a monolithic tank entity for each one you create (e.g., firstVehicle, secondVehicle etc), your way would work and you keep generating those discrete unique names. Normally that probabl...
- Sun Oct 16, 2011 2:36 am
- Forum: Beginners Help
- Topic: RTS Game: Question about Creating Objects
- Replies: 5
- Views: 354
Re: RTS Game: Question about Creating Objects
I'm possibly thinking the question is more basic than you mean it. I apologize for that in advance. There isn't really a difference in creating an object prior to the device loop or within it. You basically use the exact same methods you use in preparing for it (e.g., if it was Vehicle* mytanks[tank...
- Sat Oct 15, 2011 7:19 pm
- Forum: Beginners Help
- Topic: Generic question Irrlicht OGL performance
- Replies: 5
- Views: 336
Generic question Irrlicht OGL performance
I've been developing the mechanics of our game for a long time now. In the last few months, as I've added vehicle, AI and character mechanics (code and classes), the performance has gotten worse and worse. Most of the time on the two slower machines I test with, it's unusable. I assumed I had ineffi...
- Tue Oct 11, 2011 2:35 am
- Forum: Code Snippets
- Topic: Simple cloud layer SceneNode
- Replies: 71
- Views: 28660
Re: Simple cloud layer SceneNode
This scenenode is excellent. Thanks for the good work. I loaded it on a couple of Macs now and it works as well there as on Windows, just needed the declaration of the vector2df as on Linux. No other scenenode I've tried has worked on the Mac out of the box (though I've only used a few from here so ...
- Tue Sep 27, 2011 5:35 pm
- Forum: Beginners Help
- Topic: Shadow performance
- Replies: 4
- Views: 334
Re: Shadow performance
I'm not criticizing at all. This method puts the control in the hands of the programmer anyway. I am surprised it's not been a major issue for others, or at least if so, they haven't posted about it. It makes me wonder if something else in my code needs some severe optimization. It may be that due t...
- Tue Sep 27, 2011 2:16 pm
- Forum: Beginners Help
- Topic: Shadow performance
- Replies: 4
- Views: 334
Re: Shadow performance
Thank you. Based on what you said, I put calls to updateShadowVolumes() immediately after the creation (addShadowVolumeSceneNode) of any scene nodes shadow, called on the pointer returned. The freeze disappeared completely and game play action is now smooth. I'm guessing this is equivalent to what t...
- Mon Sep 26, 2011 10:06 pm
- Forum: Beginners Help
- Topic: Shadow performance
- Replies: 4
- Views: 334
Shadow performance
I've read the topics on shadows and issues people have had. I have one that I'm curious if anyone has faced and fixed. The performance hit from Irrlicht shadows seems to be significant. I can double our frame rate with them disabled. It may cause us to cut back on the number of AIs we can spawn, but...
- Thu Sep 15, 2011 4:32 pm
- Forum: Bug reports
- Topic: Mac Keyboard issue
- Replies: 5
- Views: 687
Re: Mac Keyboard issue
I forgot to mention the most important issue about why I put the Command W test in. My event receiver gets a true response on event.KeyInput.Control when any of the listed characters are modified by Command. It looks like whoever did this, wanted Command to respond to the Irrlicht modifier definitio...
- Thu Sep 15, 2011 4:27 pm
- Forum: Bug reports
- Topic: Mac Keyboard issue
- Replies: 5
- Views: 687
Re: Mac Keyboard issue
It looks uglier than a remap in CIrrDeviceMacOSX.mm as it appears to be an intentional design thing in irrlicht. If I had to guess, it looks like to get Command into Irrlicht, the KEY_CONTROL is used but only for a few character combinations? In CIrrDeviceMacOSX::postKeyEvent, the control appears to...
- Thu Sep 15, 2011 1:59 pm
- Forum: Bug reports
- Topic: Mac Keyboard issue
- Replies: 5
- Views: 687
Re: Mac Keyboard issue
Well, this can have several causes. Maybe a different key is mapped to Control on Macs. Question is also if this is specific to 10.6. After all, the user base on OSX seems to be quite small, which might be the reason why it is not recognized by too many people. I'll look into that. It's not somethi...
- Wed Sep 14, 2011 8:45 pm
- Forum: Bug reports
- Topic: Mac Keyboard issue
- Replies: 5
- Views: 687
Re: Mac Keyboard issue
Having no answers, I thought I should add to this. All I really want to know is if it seems likely this is an irrlicht bug. I don't want to bother developers by reporting something that could have some other explanation. Opinions?