Search found 18 matches
- Thu Mar 21, 2013 3:48 am
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1430
Re: Need an Irrlicht Tutorial for performance best optimizat
Thanks I think I have to code a LOD scene manager here. I will change the code from my first post. By the way could I have done something better. The first post is the way I do it. If I code LOD and design new better trees I will have everything done. Is there anything else? No!!!
- Mon Mar 18, 2013 12:02 am
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1430
Re: Need an Irrlicht Tutorial for performance best optimizat
What is the difference between:
Also what version of OpenGl does Irrlicht use?
- EAC_OFF
- EAC_BOX
- EAC_FRUSTUM_BOX
- EAC_FRUSTUM_SPHERE
- EAC_OCC_QUERY
Also what version of OpenGl does Irrlicht use?
- Thu Mar 14, 2013 3:38 pm
- Forum: Beginners Help
- Topic: Problem with Real Libray Project [GENERAL C++ problem]
- Replies: 5
- Views: 738
Re: Problem with Real Libray Project [GENERAL C++ problem]
So what is the way to do this? Link them dynamically? Dll?
- Thu Mar 14, 2013 3:29 pm
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1430
Re: Need an Irrlicht Tutorial for performance best optimizat
So my goal should be:
1. Draw more in less calls to the driver.
This is something general. And optimize it in my programming? I started studing OpenGl. I guess it has something to do with rendering pipeline. This is tricky for me.
2. Batch static meshes batched into meshbuffers, generated ...
1. Draw more in less calls to the driver.
This is something general. And optimize it in my programming? I started studing OpenGl. I guess it has something to do with rendering pipeline. This is tricky for me.
2. Batch static meshes batched into meshbuffers, generated ...
- Thu Mar 14, 2013 3:23 pm
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1430
Re: Need an Irrlicht Tutorial for performance best optimizat
I thought that camera had frustrum culling by default but I did this.
Code: Select all
m_cameraNode->setFarValue( 4800.0f );
m_cameraNode->setNearValue( 0.01f );
m_cameraNode->setAutomaticCulling( irr::scene::EAC_OCC_QUERY );
- Mon Mar 11, 2013 4:49 pm
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1430
Need an Irrlicht Tutorial for performance best optimization
Hello,
I am developing Real Library . This is basically an indie game engine.
Every entity is composed of a graphics model and a physics model. The physics model determines the position and rotation and the graphics model follows it.
I load graphic models with two possible ways. And each model is ...
I am developing Real Library . This is basically an indie game engine.
Every entity is composed of a graphics model and a physics model. The physics model determines the position and rotation and the graphics model follows it.
I load graphic models with two possible ways. And each model is ...
- Mon Mar 11, 2013 2:01 pm
- Forum: Beginners Help
- Topic: Quality issues
- Replies: 23
- Views: 2369
Re: Quality issues
I have the same problem. I am looking the answer 6 months now.... 
- Thu Mar 07, 2013 11:57 pm
- Forum: Beginners Help
- Topic: Helpful links: planning your game
- Replies: 1
- Views: 507
Re: Helpful links: planning your game
Very good tutorials. Thanks
- Tue Mar 05, 2013 2:52 am
- Forum: Game Programming
- Topic: Havok physics integration-Best practices.
- Replies: 6
- Views: 4322
Re: Havok physics integration-Best practices.
I did it like this.
http://reallibrary.juplo.com/index.html
I made a wrapper class for every trirdparty library ( Havok, Irrlicht )
and combined in one library.
http://reallibrary.juplo.com/index.html
I made a wrapper class for every trirdparty library ( Havok, Irrlicht )
and combined in one library.
- Fri Mar 01, 2013 11:59 am
- Forum: Game Programming
- Topic: Game framework
- Replies: 6
- Views: 3823
Re: Game framework
I will in time translate it and start blogging in english. You can for now download the code and use it. See tutorials for help.
- Tue Feb 26, 2013 2:47 pm
- Forum: Game Programming
- Topic: Game framework
- Replies: 6
- Views: 3823
- Tue Feb 26, 2013 2:21 pm
- Forum: Game Programming
- Topic: LuaBind class with operators
- Replies: 0
- Views: 1553
LuaBind class with operators
Hello,
I have luabind and want to bind a class's operator
Class fuction member
Vector3 operator+ ( const Vector3& rhs );
Binding C++ code
.def( luabind::self + luabind::other<const core::Vector3&>() )
It does not work...
Anybody knows what I do wrong? Thanks...
I have luabind and want to bind a class's operator
Class fuction member
Vector3 operator+ ( const Vector3& rhs );
Binding C++ code
.def( luabind::self + luabind::other<const core::Vector3&>() )
It does not work...
Anybody knows what I do wrong? Thanks...
- Thu Feb 21, 2013 1:15 pm
- Forum: Project Announcements
- Topic: Real Library Alpha release +5 tutorials
- Replies: 4
- Views: 2624
Re: Real Library Alpha release - Tedi
Created a Microsoft Visual Studio 2010 solution with a basic tutorial.
I plan on makinhg more.
http://tedigame.blogspot.gr/p/tutorial.html
I plan on makinhg more.
http://tedigame.blogspot.gr/p/tutorial.html
- Tue Feb 12, 2013 1:51 pm
- Forum: Beginners Help
- Topic: Problem with Real Libray Project [GENERAL C++ problem]
- Replies: 5
- Views: 738
Re: Problem with Real Libray Project [GENERAL C++ problem]
This is what I do. I link them statically. In my solution. And create a big Library that I call Real Library. But when I use it in an other solution I link this big library but MSVC asks for the other libraries.
I do not wish this to happen. It would be best if the user of real library only has to ...
I do not wish this to happen. It would be best if the user of real library only has to ...
- Tue Feb 12, 2013 8:29 am
- Forum: Beginners Help
- Topic: Easy Install for Physics Engine
- Replies: 10
- Views: 992
Re: Easy Install for Physics Engine
Look my project. I used Havok. http://tedigame.blogspot.gr/