Search found 8 matches
- Sun Jul 22, 2012 8:39 am
- Forum: Beginners Help
- Topic: The Right Way to Handle Physics?
- Replies: 6
- Views: 938
Re: The Right Way to Handle Physics?
Granyte : Discrete integration gives aproximated result, and aproximation error depends on the time step you use. Your simulation may end up differentialy despite the same initial state if you use variable time step. Imagine flying your spaceship thru solar system while fighting many gravity fields ...
- Thu Jul 19, 2012 11:48 am
- Forum: Beginners Help
- Topic: The Right Way to Handle Physics?
- Replies: 6
- Views: 938
Re: The Right Way to Handle Physics?
Thanks randomMesh, setting maximum number of physics step in one frame is one way to avoid 'spiral of death' for sure. But its not easy to find the right threshold value right?
Another way would be moving physics calculations to a second thread, to make rendering loop iteration times independent of ...
Another way would be moving physics calculations to a second thread, to make rendering loop iteration times independent of ...
- Wed Jul 18, 2012 8:40 am
- Forum: Beginners Help
- Topic: Split a texture (roll out map)
- Replies: 1
- Views: 376
Re: Split a texture (roll out map)
If you draw the rolling map in the screen space the easiest way would be drawing 2DImage, as the drawing function takes source and destination rectangles. You would just need to animate source rectangles deimensions. If map is modeled in 3d as a mesh it will be harder to do that...but with UV ...
- Tue Jul 17, 2012 9:48 pm
- Forum: Beginners Help
- Topic: The Right Way to Handle Physics?
- Replies: 6
- Views: 938
The Right Way to Handle Physics?
Hi. Im having a dilemma about integrating physics with Irrlicht.
The firt thing that comes in mind is:
float fixedStep = 1.0/60.0;
while(irrdev->run())
{
physicsWorld->advance(fixedStep);
scnMgr->drawAll();
guiEnv->drawAll();
}
Fixed step set to about 1/60 is recomended in Box2d manual.
But ...
The firt thing that comes in mind is:
float fixedStep = 1.0/60.0;
while(irrdev->run())
{
physicsWorld->advance(fixedStep);
scnMgr->drawAll();
guiEnv->drawAll();
}
Fixed step set to about 1/60 is recomended in Box2d manual.
But ...
- Sat Mar 17, 2012 8:11 pm
- Forum: Advanced Help
- Topic: Aply the same vertexbuffer to multi-meshbuffers
- Replies: 4
- Views: 980
Re: Aply the same vertexbuffer to multi-meshbuffers
Not sure about types you used but as far as I know inside the SMeshBuffer and CMeshBuffer vertices are stored as an array of Vertex objects (S3DVertex for example). getVertices() returns an array - pointer to its firs element, so now you are probably trying to cast S3DVertex* to IVertexBuffer*. I ...
- Wed Mar 14, 2012 4:18 pm
- Forum: Beginners Help
- Topic: [SOLVED] merging MeshBuffers / sharing them with many Meshes
- Replies: 4
- Views: 949
Sharing single Mesh Buffer.
Hi. I'm back.
I was doing many appends to CMeshBuffer in runtime, and I find it veary slow, because of memory reallocation triggered every time.
Since irr::core::array allows us to choose ALLOC_STRATEGY there should be if( Vertices.allocated_size() < vertexCount+numVertices ) just before ...
I was doing many appends to CMeshBuffer in runtime, and I find it veary slow, because of memory reallocation triggered every time.
Since irr::core::array allows us to choose ALLOC_STRATEGY there should be if( Vertices.allocated_size() < vertexCount+numVertices ) just before ...
- Mon Feb 27, 2012 2:34 pm
- Forum: Beginners Help
- Topic: [SOLVED] merging MeshBuffers / sharing them with many Meshes
- Replies: 4
- Views: 949
Re: merging Mesh Buffers
What does "Dynamic" means than?
CMeshBuffer::virtual void append(const IMeshBuffer* const other) is also not implemented ( commented out, actually - unstable? ), but
CMeshBuffer::virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) is, and it ...
CMeshBuffer::virtual void append(const IMeshBuffer* const other) is also not implemented ( commented out, actually - unstable? ), but
CMeshBuffer::virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) is, and it ...
- Mon Feb 27, 2012 10:24 am
- Forum: Beginners Help
- Topic: [SOLVED] merging MeshBuffers / sharing them with many Meshes
- Replies: 4
- Views: 949
[SOLVED] merging MeshBuffers / sharing them with many Meshes
Hi.
I barely started using Irrlicht and I'm having an issue with managing meshes data.
I was trying to copy one mesh to the other one by appending ones mesh buffer to the others. But it looks like its not working.
I used CDynamicMeshBuffer::append( CDynamicMeshBuffer* _mbuff ). I digged thru ...
I barely started using Irrlicht and I'm having an issue with managing meshes data.
I was trying to copy one mesh to the other one by appending ones mesh buffer to the others. But it looks like its not working.
I used CDynamicMeshBuffer::append( CDynamicMeshBuffer* _mbuff ). I digged thru ...