Search found 269 matches

by AReichl
Mon Aug 10, 2015 7:21 am
Forum: Beginners Help
Topic: move world around camera
Replies: 21
Views: 2328

Re: move world around camera

> You need of course to know how to move the camera in irrlicht
Yes,

> and how to move the world
NOOOOO!

THATS'S exactly the point and my original question.

Segments and chunks and whatever come later.
by AReichl
Sun Aug 09, 2015 2:43 pm
Forum: Beginners Help
Topic: move world around camera
Replies: 21
Views: 2328

Re: move world around camera

> Instead you start moving around every node in the world. Exactly! But HOW? > You can do that by adding a parent node ... Yes - how about this damn DummyScenenode as a "root" to all objects in my world (what about the background?) which has no terrain but mainly spacecraft and maybe a pla...
by AReichl
Sun Aug 09, 2015 10:07 am
Forum: Beginners Help
Topic: move world around camera
Replies: 21
Views: 2328

Re: move world around camera

Ahumpf - i never get a straight answer to this problem.
I am not interested in segments or other stuff, only keeping the camera in the center of my world.
Let's just say i want to UNDERSTAND it and how to DO it with Irrlicht.
by AReichl
Sat Aug 08, 2015 11:36 am
Forum: Beginners Help
Topic: move world around camera
Replies: 21
Views: 2328

Re: move world around camera

Avoiding floating point errors on long distances (you know - my long awaited space game, hehe). > You might try adding the whole world as childs to the camera. Yes - but then i still would have to write my own camera controller to "backtransform" the world around it, and i don't know how t...
by AReichl
Fri Aug 07, 2015 8:41 am
Forum: Beginners Help
Topic: move world around camera
Replies: 21
Views: 2328

move world around camera

Hi, sorry to ask this question again, but this time i do it explicitely, because in the past i got no answer. I would like to move the world relatively to the camera. To maybe make things a little easier, without terrain (i don't know if terrain is a special case, but we can ignore it first). I was ...
by AReichl
Fri Jul 10, 2015 7:28 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 244383

Re: Finally, a DirectX 10 video driver for Irrlicht

That works for DirectX9. The problem with DirectX11 is that it is included in the "Microsoft Windows Kits" now (no special DirectX11-SDK any more). That itself is not the real problem (only changing the include and lib paths), but it does not compile any longer because of strange defines M...
by AReichl
Thu Jul 09, 2015 6:50 am
Forum: Everything 2d/3d Graphics
Topic: Real time Graphics Rant
Replies: 11
Views: 5580

Re: Real time Graphics Rant

WOW! - you put a LOT of work into this.
Hard to read and for me to understand but full of valuable "pieces".
Will have to take some weeks vacation to look through.
by AReichl
Fri Jul 03, 2015 7:12 am
Forum: Beginners Help
Topic: programmatically assign materials based on node id.
Replies: 12
Views: 1568

Re: programmatically assign materials based on node id.

> to solve floating point errors I just move everything around the player instead of the player itself I have tried something like that but failed. I would be VERY interested in an example how to do it. Regarding XML reading: there are 2 methods - DOM and SAX. DOM loads all into memory (which you do...
by AReichl
Tue Jun 30, 2015 5:56 am
Forum: Game Programming
Topic: What physics engine do you prefer and why?
Replies: 29
Views: 15537

Re: What physics engine do you prefer and why?

Same experience with a layer / wrapper for audio here. You are right - that's why PAL "only" provides a common subset of functionality. And that's probably also the reason why the combination PAL / Newton does not show it's full potential in comparisons. I mentioned IrrBullet above because...
by AReichl
Mon Jun 29, 2015 8:32 am
Forum: Advanced Help
Topic: Question on building shader-pipeline with DirectX11 + mingw
Replies: 1
Views: 848

Question on building shader-pipeline with DirectX11 + mingw

I have a question on building the shader-pipeline branch with DirectX11 + mingw. There is another engine Urho3D which recently also has DirectX11 support and it compiles with a "newer" version of mingw without including any DirectX-SDK from Microsoft (if you compile with Visual Studio then...
by AReichl
Mon Jun 29, 2015 8:06 am
Forum: Game Programming
Topic: What physics engine do you prefer and why?
Replies: 29
Views: 15537

Re: What physics engine do you prefer and why?

I have NOTHING against the Newton engine! Quite the opposite. I like the fact that it has a C interface, so you can compile it with Visual Studio and then link it with gcc/mingw (i don't get it to compile with mingw). What i meant was that i would like to have a layer (like PAL) so i can switch the ...
by AReichl
Fri Jun 26, 2015 1:08 pm
Forum: Game Programming
Topic: What physics engine do you prefer and why?
Replies: 29
Views: 15537

Re: What physics engine do you prefer and why?

There really seems to be an advantage if one can read - thanks!
by AReichl
Fri Jun 26, 2015 8:24 am
Forum: Game Programming
Topic: What physics engine do you prefer and why?
Replies: 29
Views: 15537

Re: What physics engine do you prefer and why?

By the way - where can i download version 3.13?
I update from trunk every so often, but i cannot find a "ready" package for 3.13.
by AReichl
Fri Jun 26, 2015 7:49 am
Forum: Game Programming
Topic: What physics engine do you prefer and why?
Replies: 29
Views: 15537

Re: What physics engine do you prefer and why?

The Delta3D Engine uses PAL as a layer for several physics engines beneath. Of course a layer has some drawbacks, but at least you are free to choose which physics engine to use. And PAL even uses Irrlicht for its benchmarks and has a sample how to integrate it with Irrlicht. I once thought about us...