Hello,
I'm not sure, if this is the right board for my question (@admins: please move it, just in case :) ).
I want to do a seamless flight from a great height (about 100km, 62mi) to the surface of a planet.
At the start position, I have the planet and the surrounding space as a skybox. A the end ...
Search found 15 matches
- Wed Oct 29, 2014 8:12 pm
- Forum: Everything 2d/3d Graphics
- Topic: How to create a flight to a planet?
- Replies: 2
- Views: 2148
- Sat Jul 26, 2014 5:02 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Some ideas on particle systems
- Replies: 3
- Views: 1603
Re: Some ideas on particle systems
Maybe you are right. :?
But in my game, it takes about 30ms to draw a complex scene and only 5ms to calculate the collsions, AI, scripts and so on (one one CPU core!). So I have plenty of CPU power but none of GFX power. So, I try to get as much as possible done on the CPU... :)
Note, I have two ...
But in my game, it takes about 30ms to draw a complex scene and only 5ms to calculate the collsions, AI, scripts and so on (one one CPU core!). So I have plenty of CPU power but none of GFX power. So, I try to get as much as possible done on the CPU... :)
Note, I have two ...
- Wed Jul 23, 2014 7:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Some ideas on particle systems
- Replies: 3
- Views: 1603
Some ideas on particle systems
Hello,
lately, I played a bit with particle systems (while developing SpaceCombat). I got some ideas and I post them here. Maybe something of that is useful for your projects...
Have more than one texture
First of all, I wanted more than one texture in a particle system. I achieved this by ...
lately, I played a bit with particle systems (while developing SpaceCombat). I got some ideas and I post them here. Maybe something of that is useful for your projects...
Have more than one texture
First of all, I wanted more than one texture in a particle system. I achieved this by ...
- Sun May 04, 2014 6:39 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month May 2014 [Submit now]
- Replies: 42
- Views: 36871
Re: Screenshot of the Month May 2014 [Submit now]
Hello,
here's a new screenshot of my project "SpaceCombat".
http://spacecombatgame.sourceforge.net/
http://spacecombatgame.sourceforge.net/screenshot_may14.png
Some fighter ships attack a corvette in a asteroid field.
Effects:
- fire (particle)
- normal mapping (shader)
- glow (shader ...
here's a new screenshot of my project "SpaceCombat".
http://spacecombatgame.sourceforge.net/
http://spacecombatgame.sourceforge.net/screenshot_may14.png
Some fighter ships attack a corvette in a asteroid field.
Effects:
- fire (particle)
- normal mapping (shader)
- glow (shader ...
- Mon Mar 24, 2014 7:08 pm
- Forum: Advanced Help
- Topic: alpha result after blending in rtt
- Replies: 1
- Views: 603
alpha result after blending in rtt
Hello developers,
I have a unwanted effect with blending. Maybe you have any ideas to solve my problem.
I start with a black background and alpha 0.0 (completely transparent). Then I draw a blue rectangle with texture alpha 1.0 (opaque). Finally, I draw a half-transparent red square with texture ...
I have a unwanted effect with blending. Maybe you have any ideas to solve my problem.
I start with a black background and alpha 0.0 (completely transparent). Then I draw a blue rectangle with texture alpha 1.0 (opaque). Finally, I draw a half-transparent red square with texture ...
- Sat Oct 26, 2013 7:40 am
- Forum: Code Snippets
- Topic: Postprocessing for complex scene
- Replies: 2
- Views: 1905
Re: Postprocessing for complex scene
Here is the code for the CScreenQuadSceneNode. (based on some code from this forum)
Header-file
#ifndef CSCREENQUADSCENENODE_H
#define CSCREENQUADSCENENODE_H
#include <irrlicht.h>
using namespace irr;
class CScreenQuadSceneNode : public scene::ISceneNode
{
core::aabbox3df aabb; //An axis ...
Header-file
#ifndef CSCREENQUADSCENENODE_H
#define CSCREENQUADSCENENODE_H
#include <irrlicht.h>
using namespace irr;
class CScreenQuadSceneNode : public scene::ISceneNode
{
core::aabbox3df aabb; //An axis ...
- Mon Oct 21, 2013 2:59 pm
- Forum: Code Snippets
- Topic: Postprocessing for complex scene
- Replies: 2
- Views: 1905
Postprocessing for complex scene
Hi folks,
I've played with postprocessing shaders a bit. Now I want to share my results... :D
The first one is a full screen glow effect. There is nothing special about the shader itself. But there my approach is slightly different.
In most articles about glow/blur you should render your scene ...
I've played with postprocessing shaders a bit. Now I want to share my results... :D
The first one is a full screen glow effect. There is nothing special about the shader itself. But there my approach is slightly different.
In most articles about glow/blur you should render your scene ...
- Mon Oct 14, 2013 3:21 pm
- Forum: Advanced Help
- Topic: ZBuffer problem with rtt [SOLVED]
- Replies: 6
- Views: 1193
Re: ZBuffer problem with rtt
And finally, I found it! :)
It did the oldest mistake, since z buffers... :roll:
The distance between near and far plane was too big. (Near=0.5, Far=15000)
I suppose, the frame buffer calculates with 32 bits and the rtt only with 24. Very interesting.
The right solution for me is a logarithmic ...
It did the oldest mistake, since z buffers... :roll:
The distance between near and far plane was too big. (Near=0.5, Far=15000)
I suppose, the frame buffer calculates with 32 bits and the rtt only with 24. Very interesting.
The right solution for me is a logarithmic ...
- Mon Oct 14, 2013 6:28 am
- Forum: Advanced Help
- Topic: ZBuffer problem with rtt [SOLVED]
- Replies: 6
- Views: 1193
Re: ZBuffer problem with rtt
I played around a bit...
Even when I set clearzbuffers in each line, it doesn't work.
driver->beginScene(true, true, backgroundColor);
driver->clearZBuffer ();
driver->setRenderTarget(rtt, true, true, SColor(0,0,0,255));
driver->clearZBuffer ();
smgr->drawAll();
driver->clearZBuffer ...
Even when I set clearzbuffers in each line, it doesn't work.
driver->beginScene(true, true, backgroundColor);
driver->clearZBuffer ();
driver->setRenderTarget(rtt, true, true, SColor(0,0,0,255));
driver->clearZBuffer ();
smgr->drawAll();
driver->clearZBuffer ...
- Sun Oct 13, 2013 12:42 pm
- Forum: Advanced Help
- Topic: ZBuffer problem with rtt [SOLVED]
- Replies: 6
- Views: 1193
Re: ZBuffer problem with rtt
When I have
driver->setRenderTarget(rtt, true, true, SColor(0,0,0,255));
the second 'true' is for clearing the zbuffer, right?
So, the zbuffer should be cleared, when the scene is drawn.
When I switch back to the frame buffer, I only draw the screen quad, which is not affected by the zbuffer ...
driver->setRenderTarget(rtt, true, true, SColor(0,0,0,255));
the second 'true' is for clearing the zbuffer, right?
So, the zbuffer should be cleared, when the scene is drawn.
When I switch back to the frame buffer, I only draw the screen quad, which is not affected by the zbuffer ...
- Sun Oct 13, 2013 8:59 am
- Forum: Advanced Help
- Topic: ZBuffer problem with rtt [SOLVED]
- Replies: 6
- Views: 1193
ZBuffer problem with rtt [SOLVED]
Hello,
I got a zbuffer problem with real time textures. :(
Setting:
-irrlicht 1.8
-OpenGL
-drawing objects with my own shader
-shader based on EMT_TRANSPARENT_ALPHA_CHANNEL
-set in all materials the flags for EMF_ZWRITE_ENABLE and EMF_ZBUFFER
-did a 'smgr->getParameters()->setAttribute(scene ...
I got a zbuffer problem with real time textures. :(
Setting:
-irrlicht 1.8
-OpenGL
-drawing objects with my own shader
-shader based on EMT_TRANSPARENT_ALPHA_CHANNEL
-set in all materials the flags for EMF_ZWRITE_ENABLE and EMF_ZBUFFER
-did a 'smgr->getParameters()->setAttribute(scene ...
- Wed Aug 14, 2013 8:58 am
- Forum: Code Snippets
- Topic: Calculate a mathematical expression
- Replies: 2
- Views: 1481
Calculate a mathematical expression
This is not strictly Irrlicht-related, but it may be useful in a project, that uses Irrlicht. :)
With these classes, you can evaluate an mathematical expression like `3.4*PI/sin(4.6+min(4,2)^1.7)`. This can be useful for scripting...
The classes only works on float (f32) values. (no vectors, no ...
With these classes, you can evaluate an mathematical expression like `3.4*PI/sin(4.6+min(4,2)^1.7)`. This can be useful for scripting...
The classes only works on float (f32) values. (no vectors, no ...
- Tue Jun 04, 2013 7:43 am
- Forum: Code Snippets
- Topic: ListBox with multi select
- Replies: 6
- Views: 2305
Re: ListBox with multi select
Assuming it's clean of bugs, with your permission tom_gamer, we could put this in irrExt (our humble repositories).
Permission given. (Keep in mind, that the code is mainly Irrlicht, that is licenced under zlib licence.)
Is there a specific reason why you named it IGUIListBox?
I replaced the ...
Permission given. (Keep in mind, that the code is mainly Irrlicht, that is licenced under zlib licence.)
Is there a specific reason why you named it IGUIListBox?
I replaced the ...
- Sat Jun 01, 2013 3:26 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month June 2013 [Winner announced!]
- Replies: 7
- Views: 19056
Re: Screenshot of the Month June 2013 [Submit now!]

Shipyard near Jupiter. (smaller version)
Original file is here: http://imageshack.us/a/img850/4258/shipyard.png
SpaceCombat
http://sourceforge.net/projects/spacecombatgame/
- Sat Jun 01, 2013 3:10 pm
- Forum: Code Snippets
- Topic: ListBox with multi select
- Replies: 6
- Views: 2305
ListBox with multi select
Hi,
I had to write a little extension of the Listbox for my game. :wink:
With the code, you can make a ListBox do multiselect (select more than one item).
http://imageshack.us/a/img12/5535/listbox.png
This works only with mouse control (keyboard is not implemented for multiselect).
Here is the ...
I had to write a little extension of the Listbox for my game. :wink:
With the code, you can make a ListBox do multiselect (select more than one item).
http://imageshack.us/a/img12/5535/listbox.png
This works only with mouse control (keyboard is not implemented for multiselect).
Here is the ...