Search found 211 matches
- Sat Feb 06, 2010 1:27 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month January 2010 [Winner announced!]
- Replies: 23
- Views: 22349
- Sat Jan 02, 2010 10:03 am
- Forum: Off-topic
- Topic: .NET graphic engines
- Replies: 5
- Views: 996
- Fri Jan 01, 2010 8:34 pm
- Forum: Off-topic
- Topic: .NET graphic engines
- Replies: 5
- Views: 996
- Fri Jan 01, 2010 3:09 pm
- Forum: Off-topic
- Topic: .NET graphic engines
- Replies: 5
- Views: 996
.NET graphic engines
Since the Irrlicht .NET bindings are currently not being worked on i started to look for a new engine with .NET bindings cause developing with .NET is quite important for me. The only problem is that i haven't found something suitable yet. I don't like Ogre. Horde3D is perhaps a tiny little bit too ...
- Sun Sep 27, 2009 6:03 pm
- Forum: Advanced Help
- Topic: Collision detection for many SceneNodes
- Replies: 2
- Views: 634
Collision detection for many SceneNodes
I played around with Irrlichts collisiondetection and noticed that creating CollisionResponseAnimators for every single SceneNode ist definitely not a good way for doing collision detection on many SceneNodes (100-200). Currently i just want to test wether the nodes collided with the world (Q3 Octre...
- Sat Sep 26, 2009 10:54 am
- Forum: Open Discussion and Dev Announcements
- Topic: Separating vertex based animations and bone based animations
- Replies: 11
- Views: 2060
@Steel Style: i am suggesting creating a class for bone based animations and a new scenenode which is specialised on bone based animations. If you use vertex animated models (e.g. MD2 ones) you won't be able to separate the animations from the model. Sure the index buffer will disposed the same way ...
- Fri Sep 25, 2009 8:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Separating vertex based animations and bone based animations
- Replies: 11
- Views: 2060
I am not sure if you perhapts misunderstood me, especially this sentences: I would completely rewrite the CSkinnedMesh as it uses an old bone animation format. A vertex can only be affected by one bone/joint (i think that has been discussed in the MD5 Loader thread) The second one is directly relate...
- Fri Sep 25, 2009 3:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Separating vertex based animations and bone based animations
- Replies: 11
- Views: 2060
It is ok to separate the different mesh types from each other and thats perfectly fine having a CSkinnedMesh and all the other CMesh classes. I would completely rewrite the CSkinnedMesh as it uses an old bone animation format. A vertex can only be affected by one bone/joint (i think that has been di...
- Thu Sep 24, 2009 2:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Separating vertex based animations and bone based animations
- Replies: 11
- Views: 2060
Separating vertex based animations and bone based animations
Ok, so here are some ideas i have thought of. First of all i think, that it is really needed to separate vertex based animations and bone based animations. Trying to fit both into one interface would create a huge overhead. Vertex based animations (will be called VBA during the following text) mainl...
- Thu Sep 24, 2009 10:26 am
- Forum: Project Announcements
- Topic: MD5 Loader
- Replies: 43
- Views: 21192
- Fri Sep 18, 2009 8:22 pm
- Forum: Project Announcements
- Topic: MD5 Loader
- Replies: 43
- Views: 21192
First of all: i misused the word keyframe animations, what i was talking about was vertex animation. So please replace the word keyframe animation everytime i used it with vertex animation. I never said that one would have to rewrite the engine in order to get Doom 3 models to work (i haven't rewrit...
- Tue Sep 15, 2009 2:45 pm
- Forum: Project Announcements
- Topic: MD5 Loader
- Replies: 43
- Views: 21192
Well, i need an animation system, which primarily focuses on bone animation. The one Irrlicht currently uses definitely doesn't focus on bone animation, it still sticks to keyframe animations. Sure there are structures to use bone animation, but they are not very good. I think that one would have to...
- Mon Sep 14, 2009 10:48 pm
- Forum: Project Announcements
- Topic: MD5 Loader
- Replies: 43
- Views: 21192
Yeah, totally forgot to mention, this is a known problem i am also encountering this problem, not yet sure why. I don't think that i will ever fix this problem. After toying around with Irrlicht again i noticed that the animation system Irrlicht currently uses doesn't fit my needs, so i will start w...
- Sun Aug 16, 2009 9:56 pm
- Forum: Project Announcements
- Topic: Paged-editable terrain
- Replies: 21
- Views: 8013
- Fri Aug 14, 2009 5:14 pm
- Forum: Project Announcements
- Topic: MD5 Loader
- Replies: 43
- Views: 21192
Ok here is the first sourcecode release of my MD5loader. Instructions how to use it can be found inside the readme. It's still in a very early alpha stage as you can see. We still have a long way to go. We have to especially look at the AnimatedMeshSceneNode and the current SkinnedMesh and decide wh...