Search found 103 matches

by codetiger
Mon Nov 12, 2012 6:07 am
Forum: Beginners Help
Topic: Find Node Within Given Radius / Sphere; 3D
Replies: 4
Views: 493

Re: Find Node Within Given Radius / Sphere; 3D

We usually do this by adding attributes to the node.

Code: Select all

node->getAttributes()->setAttribute("type", 23);
by codetiger
Mon Nov 12, 2012 5:34 am
Forum: Project Announcements
Topic: Irrlicht 1.8 released
Replies: 44
Views: 34205

Re: Irrlicht 1.8 released

We recently added Occlusion Query for one of our games and It really works perfect.
by codetiger
Mon Nov 12, 2012 5:29 am
Forum: Beginners Help
Topic: Find Node Within Given Radius / Sphere; 3D
Replies: 4
Views: 493

Re: Find Node Within Given Radius / Sphere; 3D

1: Iterate through all nodes                   children = rootNode->getChildren();                 IT = children.begin();                   for(;IT!=children.end();++IT) {                   }   2: Find distance between the selected node and subject node.   distance=node1->getPosition().getDistanceFr...
by codetiger
Mon Nov 12, 2012 5:18 am
Forum: Advanced Help
Topic: how to convert the left-handed coordinate to right-handed?
Replies: 4
Views: 728

Re: how to convert the left-handed coordinate to right-hande

I've never tried Havok, but I recently tried converting meshes from RH to LH. Irrlicht uses LH as far as I understand. To convert from RH (blender software) to RH (Irrlicht): 1) Flip x coords of the verts. x = -x; 1) Flip x normals of the verts. x = -x; 2) Flip surface 3) flip y in texcoords. y = 1-...
by codetiger
Sun Nov 11, 2012 8:53 am
Forum: Advanced Help
Topic: [GLSL] Uniform array problem
Replies: 6
Views: 1466

Re: [GLSL] Uniform array problem

We are trying to do fake instancing coz, we are planning to port the game for iPhone and android. The fake instancing is based on your patch.
by codetiger
Sun Nov 11, 2012 5:45 am
Forum: Advanced Help
Topic: [GLSL] Uniform array problem
Replies: 6
Views: 1466

Re: [GLSL] Uniform array problem

devsh wrote: services->setVertexShaderConstant("instanceWorldArray[0]", instanceWorldArray, 16*10);
Didn't work either. I was only able to read the first matrix. :(
by codetiger
Sun Nov 11, 2012 2:05 am
Forum: Advanced Help
Topic: [GLSL] Uniform array problem
Replies: 6
Views: 1466

Re: [GLSL] Uniform array problem

devsh wrote: we had this problem in our game
NVIDIA is g*y and asks for

services->setVertexShaderConstant("instanceWorldArray[0]", instanceWorldArray, 16*10);
Thanks for your info, I'll check that tomorrow. But if that is the case, do we write separate shaders for different Graphics cards?
by codetiger
Sat Nov 10, 2012 11:29 am
Forum: Advanced Help
Topic: [GLSL] Uniform array problem
Replies: 6
Views: 1466

[GLSL] Uniform array problem

Am using Irrlicht v1.8 and trying to add instancing support. Is there a way I can send array of matrix to shaders, and it should work in most PC and MAC. The machine I tried has Nvidia 9400M (Mac Mini 2009 model) with Windows XP. Try 1: Shader:   uniform mat4 instanceWorldArray[10];   Irrlicht:   f3...
by codetiger
Thu Nov 08, 2012 3:49 am
Forum: Advanced Help
Topic: CBeeBies Uki Style Rendering
Replies: 2
Views: 425

CBeeBies Uki Style Rendering

Hi, am quite new to shader and rendering techniques. Am wondering if a lighting quality like in this video is possible in live rendering. http://www.youtube.com/watch?v=luTCTWsk6hg My guess: 1: All models are vertex colored, or mostly single colored textures. 2: Add Good Ambient light 3: Add directi...
by codetiger
Sat Nov 03, 2012 4:59 am
Forum: Project Announcements
Topic: IrrNaCl - Irrlicht port for Google Native Client
Replies: 50
Views: 22898

Re: IrrNaCl - Irrlicht port for Google Native Client

EagleEye wrote:Does it just take forever to compile this?
It usually doesn't take more than a sec for most files.


I'll be working on updating IrrNaCL to new versions of Irrlicht and NaCL compiler in mid of this month. I'll keep you posted here
by codetiger
Fri Nov 02, 2012 4:56 am
Forum: Advanced Help
Topic: Which physics library is easiest to integrate into irrlicht?
Replies: 9
Views: 1682

Re: Which physics library is easiest to integrate into irrli

We are currently working on a Heavy Physics dependent game. And while we built our Game engine using Irrlicht, we opted to use a wrapper for many Physics engines so we can check the performance on different engines. We integrated Bullet 2.8, Physx 3.2.1, Tokamak and started working on Newton and ODE...
by codetiger
Fri Nov 02, 2012 4:30 am
Forum: Off-topic
Topic: What do you use?
Replies: 12
Views: 2195

Re: What do you use?

My guess: This thread belongs to offtopic. Machine: Mac Mini 2009 model: Core 2 Duo, 2GB Ram, 180 HDD. Software: Irrlicht, own generic physics wrapper(supporting Bullet, Physx, Tokamak, and adding more), Own xml based scripting, own file format or B3D. Tools: Blender, own export script for level inf...
by codetiger
Tue Oct 30, 2012 6:28 am
Forum: Project Announcements
Topic: IrrNaCl - Irrlicht port for Google Native Client
Replies: 50
Views: 22898

Re: IrrNaCl - Irrlicht port for Google Native Client

The current source uses Nacl-mounts for filesystem. So you have to download the files and place it along the sources. You can download nacl-mounts from nacl-ports repository here. http://code.google.com/p/naclports/
by codetiger
Wed Oct 17, 2012 10:11 am
Forum: Beginners Help
Topic: Is Irrlicht the right engine for my project?
Replies: 2
Views: 465

Re: Is Irrlicht the right engine for my project?

I can answer a few questions:

We mostly use Mac to develop our games using Irrlicht. The game.cpp and game.h are then ready for cross-compile on different platforms. We have ported our games to iOS (iPad, iPod, iPhone), Android (tablet, phone), Windows PC, Mac OSX PC and Google Chrome Browser plugin.
by codetiger
Mon Oct 08, 2012 10:57 am
Forum: Beginners Help
Topic: World is too small
Replies: 13
Views: 1155

Re: World is too small

@aammmsterdddam
Even if the unit is 10x different, how would the rendering be affected? The distances will get scaled as well, and the final output should be the same.

As far as I understand, Scaling both units (distance and size units) in 3d does not change anything while rendering.