Search found 68 matches
- Thu May 14, 2009 1:56 am
- Forum: Beginners Help
- Topic: Hidden Line Removal
- Replies: 13
- Views: 1366
Actually it is not necessary to do any scaling at all, two passes do the trick very well. First past a zbuffer write with alpha test set to never write to the color buffer, The second pass set to write if buffer is equal or less. If you do a line thickness in OpenGl the resulting image looks just li...
- Wed May 13, 2009 4:06 pm
- Forum: Beginners Help
- Topic: Physics Engine
- Replies: 10
- Views: 1146
- Tue Nov 04, 2008 2:44 pm
- Forum: Advanced Help
- Topic: IrrNewt: Get force of collision using material callbacks
- Replies: 7
- Views: 986
I have a preternatural intolerance for questions that are asked in sub-optimal ways. You would think that simply not responding, and letting other users answer will take care of the problem. You racist. Wow, I did not see that one coming. You are the one speaking of intolerance and segregating a gr...
- Tue Nov 04, 2008 1:53 pm
- Forum: Advanced Help
- Topic: IrrNewt: Get force of collision using material callbacks
- Replies: 7
- Views: 986
Are you going to do the same with: Havok, Physx, ODE and Bullet users and the respective wrappers. Or this only apply to Irrlicht users who use IrrNewt and/or Newton.rogerborg wrote:I'm getting pretty close to abusing my author-oh-tah and just punting all these IrrNewt / Newton questions to Off Topic, boy howdy.
- Fri Oct 31, 2008 2:21 pm
- Forum: Beginners Help
- Topic: Help! Collision detection with Newton and .irr! HOW?
- Replies: 17
- Views: 3229
I have done what you have suggested above, but how will I use this with Newton? I need to get the Mesh itself, and I can't simply use ->getMesh. I am using the tutorial here: http://www.irrlicht3d.org/wiki/index.php?n=Main.BasicCollisionDetection as a base for my code. I have got it to work with se...
- Fri Oct 24, 2008 4:08 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Comparison of Physics Engines with Irrlicht
- Replies: 20
- Views: 4640
For example, if you were to develop a robot simulator, you may need fluid simulation if it is an underwater robot (eg: PhysX), or accurate links for a robotic manipulator (eg: ODE). As far as I know an engineer have to be insane to simulate an underwater simulation with the kind of fluid simulation...
- Fri Oct 24, 2008 3:13 pm
- Forum: Game Programming
- Topic: Physics engine choices...
- Replies: 21
- Views: 6836
If you want something good, well documented, easy to use, and very much the industry standard, the only answer is Havok. Your worse mistake is going for one of the multi wrappers solutions. In general multi wrappers are like infomercial that tells you other product are good but the produced they enf...
- Fri Oct 24, 2008 3:42 am
- Forum: Advanced Help
- Topic: Newton and Drag/Drop objects
- Replies: 5
- Views: 1088
- Sun Jun 01, 2008 7:09 pm
- Forum: Game Programming
- Topic: History of a newbie game maker
- Replies: 26
- Views: 8296
Quite frankly I do not see how Physx will be the best solution when all physics APIs have the capacity to implement very good vehicles of various types? If you use Newton there is no reason why you shouldn’t be able to implement what you want. You can also make it with ODE, or Bullet On the other ha...
- Wed May 28, 2008 7:39 pm
- Forum: Game Programming
- Topic: History of a newbie game maker
- Replies: 26
- Views: 8296
Re: Beginning a new project (Diary) [new screenshot]
Day 39. Newton seems to be very burocratic. I found too much problems configuring it, and it's support aren't very good. So, I used the collision of Irrlicht to achieve what I desired. ... Day 42. I implemented a driving method. Now I can drive my car around my track. Except by the collision, becau...
- Wed May 21, 2008 10:23 pm
- Forum: Project Announcements
- Topic: 3D RPG Engine (The Deviance Engine)
- Replies: 27
- Views: 9225
- Wed May 21, 2008 5:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Foundation
- Replies: 15
- Views: 2370
OpenGL yes, use it with GLUT or GLFW toolkit. Don't bother with SDL, everyone I know that uses or used SDL wants to ditch it, or hate it I agree SDL is quite overrated, after you pass the few simple demos, it is a mediocre library. GLUT is more reliable, the problem is that GLUT last release was 3....
- Fri Apr 11, 2008 12:16 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht and PhysX Demo
- Replies: 31
- Views: 17418
Well, considering Newton has several already-done wrappers around here, it is the best choice for a begginer. But my past exp with Newton left me with a very sour taste... But I haven't tried any new releases, so it might have changed. Though I REALY REALY REALY doubt Newton2 can get to 500 fps in ...
- Fri Apr 11, 2008 1:16 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht and PhysX Demo
- Replies: 31
- Views: 17418
Well I was not recommending Newton to you Halifax, I was telling Shadowslair what he should look for in a physics engine, and I posted some examples made by simple users with general applications. He seemed curios about how difficult it is to use Newton or Physx with Irrlitch, and I do not think it ...
- Fri Apr 11, 2008 12:14 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht and PhysX Demo
- Replies: 31
- Views: 17418
I made some tests, trying to compare PhysX and Newton. I used as a level the chiropteraDM and a starting amount of 40 boxes. In the beginning both the engines were on about 75 frames (vsync=off). After this PhysX continued to maintain about 75 frames, adding more boxes gave only a small desrease, b...