Search found 211 matches

by r2d2
Sat Feb 06, 2010 1:27 pm
Forum: Competition Time!
Topic: Screenshot of the Month January 2010 [Winner announced!]
Replies: 23
Views: 21365

if you want a 4 dim representation you could take several such 3d blocks and put them next to each other, that shouldn't be much of a problem
by r2d2
Sat Jan 02, 2010 10:03 am
Forum: Off-topic
Topic: .NET graphic engines
Replies: 5
Views: 967

Yeah XNA doesn't feel right in a sense that i don't feel comfortable when using it and this gives a more or less huge impact on development speed. I simply don't like the way XNA is structured, but to be honest i havent looked into it since 1.x as far as i can remember.

Thanks for the link :)
by r2d2
Fri Jan 01, 2010 8:34 pm
Forum: Off-topic
Topic: .NET graphic engines
Replies: 5
Views: 967

I somehow don't like XNA coding XNA just doesn't feel right ^^ Someone who continued developing the Irrlicht .NET bindings? That sounds awesome :) Does someone know how far the new bindings have allready proceeded?
by r2d2
Fri Jan 01, 2010 3:09 pm
Forum: Off-topic
Topic: .NET graphic engines
Replies: 5
Views: 967

.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 ...
by r2d2
Sun Sep 27, 2009 6:03 pm
Forum: Advanced Help
Topic: Collision detection for many SceneNodes
Replies: 2
Views: 600

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...
by r2d2
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: 1996

@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 ...
by r2d2
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: 1996

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...
by r2d2
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: 1996

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...
by r2d2
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: 1996

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...
by r2d2
Thu Sep 24, 2009 10:26 am
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 20636

Ok guys i just thought: "why the hell should i start my own project? That's crazy and not really the spirit of open source." I could slap myself for thinking of movin' back to my old abandoned project. Ok here 's the plan. I will sit down and work out some possibilities how we could handle...
by r2d2
Fri Sep 18, 2009 8:22 pm
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 20636

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...
by r2d2
Tue Sep 15, 2009 2:45 pm
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 20636

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...
by r2d2
Mon Sep 14, 2009 10:48 pm
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 20636

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...
by r2d2
Sun Aug 16, 2009 9:56 pm
Forum: Project Announcements
Topic: Paged-editable terrain
Replies: 21
Views: 7833

Looking forward to it :)
by r2d2
Fri Aug 14, 2009 5:14 pm
Forum: Project Announcements
Topic: MD5 Loader
Replies: 43
Views: 20636

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...