Search found 12 matches

by delscorcho
Thu Jan 25, 2007 5:48 am
Forum: Game Programming
Topic: Extensibility and Properties
Replies: 4
Views: 1768

Yeah, it's necessary, otherwise it just isn't possible to build gameplay. And unless you have gameplay, you don't have a level :) The level of abstraction he already has is perfect. You create a scene node, for which there is some set of properties. All we need is the ability, perhaps just through X...
by delscorcho
Wed Jan 24, 2007 8:23 am
Forum: Game Programming
Topic: Extensibility and Properties
Replies: 4
Views: 1768

Extensibility and Properties

irrEdit looks like it's coming along very nicely. I've seen commercial game engines with less mature editors. I'd love to see irrEdit become a true game editor... it's almost there! An editor's usefulness increases exponentially with its extensibility. Since irrEdit is closed source, how does a prog...
by delscorcho
Sat Sep 24, 2005 12:46 am
Forum: Beginners Help
Topic: Device vertex buffers optimizations (WIP)
Replies: 2
Views: 233

Nope... not yet. I'm not an OpenGL guru, so I'll do it for D3D8/9, and create the classes for Ogl. Someone is welcome to take it from there. Software obviously won't bother with this.

If the Irrlicht author is fine with my implementation, I'll fork it over (once it's complete).
by delscorcho
Fri Sep 23, 2005 11:15 pm
Forum: Beginners Help
Topic: Device vertex buffers optimizations (WIP)
Replies: 2
Views: 233

Device vertex buffers optimizations (WIP)

I added interfaces to Irrlicht that make it easy to create device-dependent vertex/index buffers. With D3D, this allows the use of DrawIndexedPrimitive, as opposed to DrawIndexedPrimitiveUP. Basically, DrawIndexedPrimitiveUP, as documented by microsoft, always creates index and vertex buffers intern...
by delscorcho
Wed Sep 21, 2005 2:14 am
Forum: Beginners Help
Topic: terrain hightmap loader
Replies: 11
Views: 504

Much appreciated... thanks Spintz
by delscorcho
Wed Sep 21, 2005 1:22 am
Forum: Beginners Help
Topic: terrain hightmap loader
Replies: 11
Views: 504

Hi Spintz, I'm having an issue that perhaps you can shed some light on. My heightmap is fairly large, 512x512. From what I read here, it needs to be 513x513. Is this correct? Here's the bigger issue (which may be related). I'm loading my terrain fine, with 5 max LOD. I scale the terrain by 4xz, so I...
by delscorcho
Tue Sep 20, 2005 4:54 pm
Forum: Advanced Help
Topic: Good ai with no need for path finding
Replies: 13
Views: 1155

Yeah, I'm trying to imply that there is no explcit 'drawing' of your navigation grid. If your map is simple, just generate the grid. You DON'T have to use something sophisticated like a nav mesh.
by delscorcho
Mon Sep 19, 2005 11:10 pm
Forum: Advanced Help
Topic: perhaps it is a problem in my eyes !?
Replies: 6
Views: 745

Perhaps you can modify the md2 code to interpolate between the last and first keyframes during a loop. Sounds like it doesn't do it by default... but perhaps there's a flag you should be setting? I'd have more insight, but I haven't used the md2 stuff in irrlicht.
by delscorcho
Mon Sep 19, 2005 10:14 pm
Forum: Advanced Help
Topic: Good ai with no need for path finding
Replies: 13
Views: 1155

A* can path anything... but he mentioned that he had a simple map, but didn't want to use pathfinding. If your map is simple, you can break it up into a simple grid and easily use A*, and it's not hard to implement. a major problem with a* is that how would ir know if that square is part of the bsp ...
by delscorcho
Mon Sep 19, 2005 5:42 pm
Forum: Advanced Help
Topic: DrawIndexedPrimitiveUP
Replies: 1
Views: 247

Bump: No news on this? Any comments by the engine author?
by delscorcho
Mon Sep 19, 2005 5:42 pm
Forum: Advanced Help
Topic: Good ai with no need for path finding
Replies: 13
Views: 1155

Just FYI, if your levels are simple, pathfinding is also simple. If you represent your world with tiles (i.e. a grid), you can apply A* or any search alg to easily generate paths. Pathfinding is really quite easy!
by delscorcho
Fri Sep 16, 2005 10:00 pm
Forum: Advanced Help
Topic: DrawIndexedPrimitiveUP
Replies: 1
Views: 247

DrawIndexedPrimitiveUP

I'm getting low frame rates on some hardware and I'm prototyping some optimizations, including the use of Draw(Indexed)Primitive in place of Draw(Indexed)PrimitiveUP.

Has anyone already conducted this optimization?