Search found 16 matches
- Fri Feb 15, 2013 9:30 am
- Forum: Bug reports
- Topic: [fixed]Compiling on Mac. Error on forward declarations.
- Replies: 8
- Views: 5805
Re: Compiling on Mac. Error on forward declarations.
As a note, I wanted to get Irr compiling using the latest Os X sdk and also using Clang instead of Gcc since all my other code is working under that setup. After running into the issue with the class redefinitions, I poked into the problem and found a quick and simple solution. Wrap the class ...
- Mon Mar 19, 2012 4:24 am
- Forum: Game Programming
- Topic: How to make 3D more realistic?
- Replies: 13
- Views: 16407
Re: How to make 3D more realistic?
Ok im programming a space simulator.
All work fine... now im working on details as well as on mechanics...
But where?
Here is a screenshot, any idea for upgrade this scene? (I was thinking to a blur effect? would be a solution? or maybe changing the skybox? or idk...)
http://a3.sphotos.ak.fbcdn ...
All work fine... now im working on details as well as on mechanics...
But where?
Here is a screenshot, any idea for upgrade this scene? (I was thinking to a blur effect? would be a solution? or maybe changing the skybox? or idk...)
http://a3.sphotos.ak.fbcdn ...
- Wed Mar 14, 2012 5:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
Another example video showing the new Direction distribution ability. Basically this is a sphere emitter with the min=85 and max=95 so the particles are mostly shot out randomly around the sides of the animating direction vector.
http://www.youtube.com/watch?v=oflUCuR--tc&feature=youtu.be
Just a ...
http://www.youtube.com/watch?v=oflUCuR--tc&feature=youtu.be
Just a ...
- Wed Mar 14, 2012 4:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
For the users, this changes nothing, they simply don't have access to the shared code but they can still write new emitters the same as always.
Yes, I realize that. But the reason I didn't just put it into a common class when I found about the current class layout is that I wanted to find a ...
- Wed Mar 14, 2012 3:47 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
Just as a note, I went ahead and fraps'd the simple example to show some of the changes in action.
http://www.youtube.com/watch?v=c_isjelj ... e=youtu.be
Have fun.
http://www.youtube.com/watch?v=c_isjelj ... e=youtu.be
Have fun.
- Wed Mar 14, 2012 3:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
So, I posted up a full patch with the new stuff and the example. You can take a look and we can discuss how to proceed. Some of the points though:
Template injection is certainly an idea, the part that makes me worry there a little is that it's very different from the usual Irrlicht style which ...
Template injection is certainly an idea, the part that makes me worry there a little is that it's very different from the usual Irrlicht style which ...
- Wed Mar 14, 2012 10:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
Could you also add your example somewhere - beside the patch or post it in the forum. Saves me the time to write my own when testing this :-)
I didn't want to put it in there as it is just a hacked up version of the per pixel lighting. I suppose if you remember to remove the changes to that it ...
I didn't want to put it in there as it is just a hacked up version of the per pixel lighting. I suppose if you remember to remove the changes to that it ...
- Tue Mar 13, 2012 8:50 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
If not turned on, just an extra comparison and one float multiplication per particle. When turned on, a bit of extra math (dot product and lerp) and also the rotation code from before.ACE247 wrote:WOW
Allthough, whats the side effects?
- Tue Mar 13, 2012 8:31 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Re: Particle rotation addition.
And a better image after fixing view vector alignment attenuation.


- Tue Mar 13, 2012 7:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Particle rotation addition.
- Replies: 12
- Views: 2901
Particle rotation addition.
With the other item in review, I decided to add another rendering ability to the particle systems. This one builds off the rotation ability and adds the ability to do velocity based stretching. It's a good way of doing sparks and other streak like items and can be helpful with flames and such also ...
- Tue Mar 13, 2012 1:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Adding individual rotation to particles.
- Replies: 9
- Views: 2248
Re: Adding individual rotation to particles.
The need for some shared basic structure shows again (sorry for having to init stuff in so many places).
Anyway - I just took a quick (and tired) look, basically I like the idea, just some notes.
1. Do you need randomizeRotation? It seems to be used only for initialization - so I guess we could ...
Anyway - I just took a quick (and tired) look, basically I like the idea, just some notes.
1. Do you need randomizeRotation? It seems to be used only for initialization - so I guess we could ...
- Tue Mar 13, 2012 1:08 am
- Forum: Open Discussion and Dev Announcements
- Topic: Adding individual rotation to particles.
- Replies: 9
- Views: 2248
Re: Adding individual rotation to particles.
The need for some shared basic structure shows again (sorry for having to init stuff in so many places).
Yeah, it is a bit rough and goes against the grain doing copy/paste all over the place for something so simple.
Anyway - I just took a quick (and tired) look, basically I like the idea, just ...
Yeah, it is a bit rough and goes against the grain doing copy/paste all over the place for something so simple.
Anyway - I just took a quick (and tired) look, basically I like the idea, just ...
- Tue Mar 13, 2012 12:10 am
- Forum: Open Discussion and Dev Announcements
- Topic: Adding individual rotation to particles.
- Replies: 9
- Views: 2248
Re: Adding individual rotation to particles.
Huh, and I was sure my animator had different rotations for each particle ;)
That'd be tough since the particles were always screen space aligned, the math for anything else wasn't there. :) Perhaps you are talking about the rotation effector, but that doesn't change the screen orientation of the ...
That'd be tough since the particles were always screen space aligned, the math for anything else wasn't there. :) Perhaps you are talking about the rotation effector, but that doesn't change the screen orientation of the ...
- Mon Mar 12, 2012 4:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Adding individual rotation to particles.
- Replies: 9
- Views: 2248
Re: Adding individual rotation to particles.
Posted it up after cleaning up a bit: https://sourceforge.net/tracker/?func=d ... tid=540678
- Mon Mar 12, 2012 8:47 am
- Forum: Open Discussion and Dev Announcements
- Topic: Adding individual rotation to particles.
- Replies: 9
- Views: 2248
Re: Adding individual rotation to particles.
Actually, this is both an initial random orientation option and a min/max rotation rate assigned in the emitters. So you have a bool which will assign a random 2d rotation about the view vector at point of creation and as it updates it has the option to rotate at a given rate. The manner in which it ...