Search found 31 matches

by Marthog
Mon Apr 27, 2015 9:59 am
Forum: Open Discussion and Dev Announcements
Topic: Why Does Irrlicht Compile So Fast Compared To Ogre?
Replies: 3
Views: 1933

Re: Why Does Irrlicht Compile So Fast Compared To Ogre?

I don't know Ogre that much but from the short look into the source code it seems to me that it uses more templates than Irrlicht and also boost. These causes longer compilation times but improves performance at runtime.
by Marthog
Sun Nov 16, 2014 9:27 pm
Forum: Open Discussion and Dev Announcements
Topic: Tracking hidden duplicate code
Replies: 10
Views: 2330

Re: Tracking hidden duplicate code

Rust might be interesting in the future, thought again a little weak on the metaprogramming side from what I read so far. Only c++ competitor which got that right seems do be D. Rust's generics are quite powerful and it's the best system i have ever seen in an object oriented language. It combines ...
by Marthog
Sat Nov 15, 2014 5:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 41182

Re: Irrlicht 2.0 - What's in store for the future!

I would agree to C++x11, but only on the condition that you implement atomic reference counting and rework the API-doc into clearly indicating the thread-safeness of each class and function/method. I completely dislike irrlichts way of doing reference counting because managing the object's lifetime...
by Marthog
Mon Nov 03, 2014 6:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 41182

Re: Irrlicht 2.0 - What's in store for the future!

2) Keep the containers. It sounds odd, but the containers can be extended and modified without building whole new classes etc. just for things like string modification. Personally, I like having the function implementations all in front of me rather than trying to figure out the STL. Though while w...
by Marthog
Thu Oct 23, 2014 12:37 pm
Forum: Advanced Help
Topic: About the usage of lock and unlock.
Replies: 3
Views: 850

Re: About the usage of lock and unlock.

I don't think that other games load the mipmaps first but instead have a low-detail texture which is displayed on far objects, so that the larger textures don't need to be loaded for far objects and only when used.
by Marthog
Thu Jan 30, 2014 3:31 pm
Forum: Advanced Help
Topic: Disable antialias selectively on font drawing for color key
Replies: 2
Views: 529

Re: Disable antialias selectively on font drawing for color

1. Use alphachannel
or
2. calculate the alpha value (e.g. white isfull visible, black is invisible and grey is half visible) - does not work with different colored fonts.
by Marthog
Sat Sep 21, 2013 12:59 pm
Forum: Beginners Help
Topic: Texture Extensions
Replies: 6
Views: 544

Re: Texture Extensions

Is the filesize the problem or the memory usage?

You said, that it causes server problems, do you mean that the texture files are too big for a download? Then you don't need compressed textures, just "advanced" fileformats like png.
by Marthog
Sat Sep 14, 2013 10:15 am
Forum: Beginners Help
Topic: Correct new/delete? for nodes?
Replies: 6
Views: 522

Re: Correct new/delete? for nodes?

No, you shouldn't use delete. Just call remove, which automatically removes it from it's parent's list and calls drop. If another grab exists, the scenenode won't be deleted, so no access to an invalid object access will happen, but if no other drop exists, it will be deleted. But after a creation w...
by Marthog
Sat Sep 07, 2013 5:23 pm
Forum: Beginners Help
Topic: How to really "clear" a scene
Replies: 12
Views: 1385

Re: How to really "clear" a scene

I don't think that recreating is a good solution. You can grab the SceneManagers and reuse them for the new device.
by Marthog
Wed Jul 10, 2013 11:15 am
Forum: Beginners Help
Topic: Poor performance while creating meshes manually.
Replies: 7
Views: 983

Re: Poor performance while creating meshes manually.

Instead of numVertices use buf->Vertices.size() because it is much clearer what you are doing. The arrays need to grow several times. Call realloc once and allocate the maximal possible number of vertices and indices. After the mesh generation you can shrink the array so you only have two reallocati...
by Marthog
Sat Jun 22, 2013 8:29 pm
Forum: Beginners Help
Topic: Migrating project from CodeBlocks to Visual Studio 2008
Replies: 9
Views: 892

Re: Migrating project from CodeBlocks to Visual Studio 2008

Also cmake is a convenient tool. Once you make a cmake project file cmake can generate project files for serveral different compilers making an easy transition between development environments. This is also possible with Code::Blocks because it is just the IDE and one can build the project with any...
by Marthog
Sat Jun 15, 2013 4:23 pm
Forum: Everything 2d/3d Graphics
Topic: A Cube scene Node
Replies: 1
Views: 1275

Re: A Cube scene Node

You won't see anything because you need a camera.
Then the resulting position depends on Cameraposition, target, field of view, cubeposition, etc.
by Marthog
Mon Jun 10, 2013 12:01 pm
Forum: Game Programming
Topic: Making a map look good (Shaders, lighting etc)
Replies: 5
Views: 3178

Re: Making a map look good (Shaders, lighting etc)

I could do this to the inside of the shop, as the light will not change much, but I can not do it to the outside as there will be day/night loops.[/quote] A lot of modern games like Risen and Skyrim also have a day night circle but they still use lightmapping. The have a set of precalculated maps an...
by Marthog
Sun Jun 09, 2013 10:19 am
Forum: Game Programming
Topic: Making a map look good (Shaders, lighting etc)
Replies: 5
Views: 3178

Re: Making a map look good (Shaders, lighting etc)

You need per pixel lighting. Oddly enough Irrlicht does not have per pixel lighting as standard material but it has more complex materials which are based on it . You may try to use the material bump map with a grey texture as heightmap, but for the best solution you should write an own shader. For ...
by Marthog
Thu Jun 06, 2013 3:20 pm
Forum: Everything 2d/3d Graphics
Topic: Can 2 different drivers be used in the same application?
Replies: 2
Views: 1123

Re: Can 2 different drivers be used in the same application?

Is there any reason why both drivers should be different? I think you can use two OpenGL drivers at the same time, at least the OpenGL specification says that multile contexts are possible and I don't think that Irrlicht has problems with it. I think you can also use OpenGL and DirectX because there...