Search found 26 matches
- Sun Sep 22, 2013 7:48 am
- Forum: Project Announcements
- Topic: SmartBody - a character animation engine for Irrlicht
- Replies: 57
- Views: 29121
Re: SmartBody - a character animation engine for Irrlicht
Which would obviously be why that simple-appearing route hasn't been taken already. (sigh) I'll just be over here in the artists' corner, waiting while the smart people figure code issues out.
- Fri Sep 20, 2013 9:11 pm
- Forum: Project Announcements
- Topic: SmartBody - a character animation engine for Irrlicht
- Replies: 57
- Views: 29121
Re: SmartBody - a character animation engine for Irrlicht
I don't think I've ever seen a game that uses the visible model of stair steps for its walk cycle - just count them as a ramp for the pathfinder's purposes. Maybe make it so you can set a stride length and step height, and have it consider anything within that vertical and horizontal range as being ...
- Mon Sep 16, 2013 2:36 am
- Forum: Project Announcements
- Topic: SmartBody - a character animation engine for Irrlicht
- Replies: 57
- Views: 29121
Re: SmartBody - a character animation engine for Irrlicht
We want to maintain some control over the code distribution, which is why we are requesting that people formally ask us for a commercial license (which would require some information about your project and what you intend to use it for), which lets us keep track of where the code is going. That doe...
- Sun Sep 15, 2013 3:32 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436534
Re: XEffects - Reloaded - New Release (V 1.3)
I found a site with what appears to be a live download link for some version of the package, but I've never heard of them and am reluctant to sign up for the site at least until I'm at the stage of my project where it's worth looking at effects packages - not to mention getting a throwaway email add...
- Sun Sep 15, 2013 3:02 am
- Forum: Project Announcements
- Topic: SmartBody - a character animation engine for Irrlicht
- Replies: 57
- Views: 29121
Re: SmartBody - a character animation engine for Irrlicht
Oh... oh my... this is ABSOLUTELY EXCELLENT! If you're really giving away the unrestricted license for the asking, you might as well loosen it up overall anyway, though dynamic linking is fine for my own project. Do you have a logo for the package beyond just the text? Something like this, I'd be ha...
- Sun Sep 08, 2013 4:41 am
- Forum: Advanced Help
- Topic: Pain-O-Rama Wide Scream!
- Replies: 0
- Views: 526
Pain-O-Rama Wide Scream!
Has anyone done work to support two or three monitors for your projects? I'd imagine it to be as simple as allowing for a second and third camera and configuring their angles or a really wide field of view, but then I only just now read about the concept as an actual implemented thing, and haven't e...
- Thu Sep 05, 2013 5:40 am
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16946
Re: A better room for the demo [WIP]
Okay, I just checked, and the sandstorm fx I was thinking of is actually a bit different - it's three layers of huge billboard particles spawned in a cylinder around the player with the animated texture (perlin noise, looks like it's just sliding across the surface, not animated images.) CCSN's clou...
- Thu Sep 05, 2013 4:04 am
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16946
Re: A better room for the demo [WIP]
WRT sandstorm - set fog to tan and close, put a big cylinder around the player with a mostly transparent, animated 'blowing sand' texture, add a couple of big quads with it that 'blow' past at odd angles and intervals, and a windy sound loop. A particle system (based on a sparser, low altitude CClou...
- Wed Sep 04, 2013 9:58 pm
- Forum: Beginners Help
- Topic: What is the best way in 2013 to make decent dynamic shadows?
- Replies: 13
- Views: 1751
Re: What is the best way in 2013 to make decent dynamic shad
I'm a far noobier noob than the OP, I admit, but why is this a reinvent the wheel situation? Can a shadows GSLS or HLSL shader not be just applied to whatever scene and objects you feed it? Every time the question comes up, the replies are "here's some tips and examples as you learn to write sh...
- Tue Mar 19, 2013 1:48 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Sources for CC-By and CC-0 music
- Replies: 4
- Views: 3192
Re: Sources for CC-By and CC-0 music
Note that the FMA content is almost entirely CC-by Non-Commercial http://www.purple-planet.com allows their free tracks to be used for any purpose, but requests a voluntary donation for commercial use. http://www.openmusicarchive.org specializes in digital versions of recordings which have gone out ...
- Mon Mar 18, 2013 8:55 pm
- Forum: Beginners Help
- Topic: Still trouble with GCC 4.7?
- Replies: 6
- Views: 655
Re: Still trouble with GCC 4.7?
Grrr. Naturally, the universe continues conspiring to keep me from accomplishing anything useful at every turn... Though if IrrKlang is indeed still incompatible with the updated compiler, I'll have to set up with the older version anyway. I'll still try to edit in an appropriate note if I CAN EVER ...
- Wed Mar 13, 2013 6:31 pm
- Forum: Beginners Help
- Topic: possible way to reduce overhead withed tiled contiguous maps
- Replies: 3
- Views: 437
Re: possible way to reduce overhead withed tiled contiguous
Ah, well, I'm doing a flight sim/mecha game. It's entirely possible that that 90º field of view will be looking straight down from a great height, and even if most details are LOD-managed out the basic terrain and large structures need to be there. I actually plan to have vertically stacked maps, co...
- Tue Mar 12, 2013 10:53 pm
- Forum: Beginners Help
- Topic: possible way to reduce overhead withed tiled contiguous maps
- Replies: 3
- Views: 437
Re: possible way to reduce overhead withed tiled contiguous
ring to 7 total cells rather than 9, or with 2 rings around the current cell, 19 vs. 25 in a square array. Visibility culling helps without messing with such things, but still has to be calculated, an small map cells load faster, helping avoid breaks in gameplay. Sorry about the double post, I'm on ...
- Tue Mar 12, 2013 10:47 pm
- Forum: Beginners Help
- Topic: possible way to reduce overhead withed tiled contiguous maps
- Replies: 3
- Views: 437
possible way to reduce overhead withed tiled contiguous maps
I'm still at the design doc stage for my project, not yet even thinking seriously about psuedocode, but thought I'd float this idea to see if anyone spots obvious holes in it. Basically, maps for a continuous open world are generally laid out like square bathroom tiles, and the surrounding one or tw...
- Mon Mar 11, 2013 5:45 pm
- Forum: Advanced Help
- Topic: Minimap !!
- Replies: 6
- Views: 919
Re: Minimap !!
While rendering the full scene twice per frame to get a minimap may be prohibitive, what about rendering a proxy scene? Slap your ground texture, or a prerendered image of all static geometry, or an image created with a single render-to-texture call when the map cell the player is in changes, onto a...