Search found 16 matches

by All8Up
Fri Feb 15, 2013 9:30 am
Forum: Bug reports
Topic: [fixed]Compiling on Mac. Error on forward declarations.
Replies: 8
Views: 5098

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 refere...
by All8Up
Mon Mar 19, 2012 4:24 am
Forum: Game Programming
Topic: How to make 3D more realistic?
Replies: 13
Views: 10917

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.net...
by All8Up
Wed Mar 14, 2012 5:26 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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...
by All8Up
Wed Mar 14, 2012 4:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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 solutio...
by All8Up
Wed Mar 14, 2012 3:47 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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.
by All8Up
Wed Mar 14, 2012 3:35 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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 work...
by All8Up
Wed Mar 14, 2012 10:00 am
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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 shou...
by All8Up
Tue Mar 13, 2012 8:50 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

Re: Particle rotation addition.

ACE247 wrote:WOW :shock:
Allthough, whats the side effects? ;)
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.
by All8Up
Tue Mar 13, 2012 8:31 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

Re: Particle rotation addition.

And a better image after fixing view vector alignment attenuation.
Image
by All8Up
Tue Mar 13, 2012 7:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Particle rotation addition.
Replies: 12
Views: 2360

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. ...
by All8Up
Tue Mar 13, 2012 1:28 am
Forum: Open Discussion and Dev Announcements
Topic: Adding individual rotation to particles.
Replies: 9
Views: 1808

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 jus...
by All8Up
Tue Mar 13, 2012 1:08 am
Forum: Open Discussion and Dev Announcements
Topic: Adding individual rotation to particles.
Replies: 9
Views: 1808

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 som...
by All8Up
Tue Mar 13, 2012 12:10 am
Forum: Open Discussion and Dev Announcements
Topic: Adding individual rotation to particles.
Replies: 9
Views: 1808

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 p...
by All8Up
Mon Mar 12, 2012 8:47 am
Forum: Open Discussion and Dev Announcements
Topic: Adding individual rotation to particles.
Replies: 9
Views: 1808

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...