Mhm. I made one some time ago for a quick-and-dirty-test. I needed some properties of a RigidBodyControl so i made one, but it aint good code or anything like comfortable using. But it was patched together in a matter of minutes and maybe you find some inspiration in it? :)
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Search found 18 matches
- Tue Jul 23, 2013 8:47 am
- Forum: Game Programming
- Topic: IrrBullet Rigid body Character
- Replies: 4
- Views: 8105
- Sun Jul 21, 2013 2:59 pm
- Forum: Beginners Help
- Topic: Bullet + irrlicht + GtkRadiant
- Replies: 5
- Views: 1144
Re: Bullet + irrlicht + GtkRadiant
btConvexShape* hull = new btConvexTriangleMeshShape(triagle);
Change that line to use a BVH, not a ConvexShape.
Change that line to use a BVH, not a ConvexShape.
- Mon Apr 08, 2013 4:52 pm
- Forum: Beginners Help
- Topic: Tiled terrain
- Replies: 7
- Views: 2439
Re: Tiled terrain
If you have textures that cant ever mix like grass and stone you can pack those in the same layer with different colors so the shader can decide which texture to use. That way you reduce the amount of layers needed.
But with half way modern hardware thats not needed. I have the crappiest hardware ...
But with half way modern hardware thats not needed. I have the crappiest hardware ...
- Sun Apr 07, 2013 4:58 pm
- Forum: Beginners Help
- Topic: Tiled terrain
- Replies: 7
- Views: 2439
Re: Tiled terrain
Multilayer splatting for example.
- Sun Mar 31, 2013 10:53 am
- Forum: Everything 2d/3d Graphics
- Topic: Bones problem in .x format
- Replies: 4
- Views: 3037
Re: Bones problem in .x format
Just by looking on the images i would say your Pivotpoints are wrong.
Pivot point of mesh and rig on the same spot: Alllll right.
Pivot point of mesh and rig on different spots: SPLATTER SPLASH BOOM DIVISION BY ZERO DOOMSDAY. Looks exactly like the problem you got.
( Im not quite expereienced with ...
Pivot point of mesh and rig on the same spot: Alllll right.
Pivot point of mesh and rig on different spots: SPLATTER SPLASH BOOM DIVISION BY ZERO DOOMSDAY. Looks exactly like the problem you got.
( Im not quite expereienced with ...
- Sat Mar 30, 2013 12:22 am
- Forum: Game Programming
- Topic: Irrbullet or bullet
- Replies: 2
- Views: 2275
Re: Irrbullet or bullet
I hacked around a lot to get some stuff running with Irrbullet recently... And the bullet version is outdated. I tried it with the newest Bullet and it failed to compile due to some changes in bullet...
If i hadnt integrated it so well by now i would totally go for my own wrapper to be honest ...
If i hadnt integrated it so well by now i would totally go for my own wrapper to be honest ...
- Sat Mar 23, 2013 1:15 pm
- Forum: Beginners Help
- Topic: Need an Irrlicht Tutorial for performance best optimization
- Replies: 10
- Views: 1428
Re: Need an Irrlicht Tutorial for performance best optimizat
Maybe you could get Hardware isntancing to work somehow. 
http://http.developer.nvidia.com/GPUGem ... ter03.html
http://http.developer.nvidia.com/GPUGem ... ter03.html
- Sat Dec 15, 2012 6:39 pm
- Forum: Advanced Help
- Topic: Utilizing Vertex Layouts
- Replies: 18
- Views: 4003
Re: Utilizing Vertex Layouts
They certainly have some nice use cases and can look astonishingly well.
But they have their unique set of horrible traits, too.
Those are the iteration times when it comes to extraction and creation, the memory usage if you save volumes and/or save them to the harddisc ( Runtime length encoding ...
But they have their unique set of horrible traits, too.
Those are the iteration times when it comes to extraction and creation, the memory usage if you save volumes and/or save them to the harddisc ( Runtime length encoding ...
- Sat Dec 08, 2012 12:32 am
- Forum: Advanced Help
- Topic: Utilizing Vertex Layouts
- Replies: 18
- Views: 4003
Re: Utilizing Vertex Layouts
Sorry it took so long, i was kinda ill.
Well. Thats what the shader does on my mesh. Its all a single mesh, pretty dense and the fragment shader is expensive, but it works hilariously good. The result in the screen is a tad weird, since i was trying around with the material-distribution parameters ...
Well. Thats what the shader does on my mesh. Its all a single mesh, pretty dense and the fragment shader is expensive, but it works hilariously good. The result in the screen is a tad weird, since i was trying around with the material-distribution parameters ...
- Sun Nov 18, 2012 1:50 pm
- Forum: Beginners Help
- Topic: Destruction in Irrlicht
- Replies: 23
- Views: 3717
Re: Destruction in Irrlicht
I dont think that he is talking about a voxel based approach here. More an object-based.
I dont beliefe Physx has builtin Voxel support.
For the Voxel approach entirely different designs should be used than for the one-object based approaches.
I dont beliefe Physx has builtin Voxel support.
For the Voxel approach entirely different designs should be used than for the one-object based approaches.
- Fri Nov 16, 2012 3:25 pm
- Forum: Advanced Help
- Topic: Utilizing Vertex Layouts
- Replies: 18
- Views: 4003
Re: Utilizing Vertex Layouts
Vertex layouts have some neat use cases. :)
I'm working on a vertexcollapse algorithm for now, but i will post a screenshot of my a bit more advanced Terrains. The sphere is abit boring. :P
Could take some time tho. I dont know how fast i will finish the VC-algorithm. I hate to operate on those ...
I'm working on a vertexcollapse algorithm for now, but i will post a screenshot of my a bit more advanced Terrains. The sphere is abit boring. :P
Could take some time tho. I dont know how fast i will finish the VC-algorithm. I hate to operate on those ...
- Thu Nov 15, 2012 9:19 pm
- Forum: Advanced Help
- Topic: Utilizing Vertex Layouts
- Replies: 18
- Views: 4003
Re: Utilizing Vertex Layouts
Well then. I went through all the pain of learning how to work with it ( It was quite easy, when i look back... Stupid me did some mistakes at the beginning. )
Now its working! Here we go: Marchingcubes generated isosurfaces with smooth blending between given materials ( Every blending possible ...
Now its working! Here we go: Marchingcubes generated isosurfaces with smooth blending between given materials ( Every blending possible ...
- Thu Nov 15, 2012 6:42 pm
- Forum: Advanced Help
- Topic: problem of meshes in havok integation
- Replies: 1
- Views: 457
Re: problem of meshes in havok integation
Mirror it around, change the signs of the coords as needed, rotate the coordinate system, etc. pp.
- Tue Nov 13, 2012 11:02 pm
- Forum: Advanced Help
- Topic: Utilizing Vertex Layouts
- Replies: 18
- Views: 4003
Re: Utilizing Vertex Layouts
I played around with it a bit and it seems to be not as intuitive as i thought.
I tumbled across the GLSL specifications tho and found, that GLSLs standard vertex layout expects 8 UV coords. I could encode my needed information in that one if - and here comes the part i dislike here - irrlicht ...
I tumbled across the GLSL specifications tho and found, that GLSLs standard vertex layout expects 8 UV coords. I could encode my needed information in that one if - and here comes the part i dislike here - irrlicht ...
- Mon Nov 12, 2012 1:40 am
- Forum: Beginners Help
- Topic: Destruction in Irrlicht
- Replies: 23
- Views: 3717
Re: Destruction in Irrlicht
Oh boy, thats a big topic.
What kind of "destruction" do you want? If it is for smaller objects like boxes etc: Sure, thats quite easy. There are different approaches to that like a Box composed of smaller parts which are handles as one box until a force great enough is applied to the box. The ...
What kind of "destruction" do you want? If it is for smaller objects like boxes etc: Sure, thats quite easy. There are different approaches to that like a Box composed of smaller parts which are handles as one box until a force great enough is applied to the box. The ...