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 ...
Search found 12 matches
- Thu Jan 25, 2007 5:48 am
- Forum: Game Programming
- Topic: Extensibility and Properties
- Replies: 4
- Views: 2006
- Wed Jan 24, 2007 8:23 am
- Forum: Game Programming
- Topic: Extensibility and Properties
- Replies: 4
- Views: 2006
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 ...
An editor's usefulness increases exponentially with its extensibility. Since irrEdit is closed source, how does a ...
- Sat Sep 24, 2005 12:46 am
- Forum: Beginners Help
- Topic: Device vertex buffers optimizations (WIP)
- Replies: 2
- Views: 332
- Fri Sep 23, 2005 11:15 pm
- Forum: Beginners Help
- Topic: Device vertex buffers optimizations (WIP)
- Replies: 2
- Views: 332
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 ...
With D3D, this allows the use of DrawIndexedPrimitive, as opposed to DrawIndexedPrimitiveUP. Basically, DrawIndexedPrimitiveUP, as documented by microsoft, always creates index and vertex buffers ...
- Wed Sep 21, 2005 2:14 am
- Forum: Beginners Help
- Topic: terrain hightmap loader
- Replies: 11
- Views: 950
- Wed Sep 21, 2005 1:22 am
- Forum: Beginners Help
- Topic: terrain hightmap loader
- Replies: 11
- Views: 950
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'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 ...
- Tue Sep 20, 2005 4:54 pm
- Forum: Advanced Help
- Topic: Good ai with no need for path finding
- Replies: 13
- Views: 1392
- Mon Sep 19, 2005 11:10 pm
- Forum: Advanced Help
- Topic: perhaps it is a problem in my eyes !?
- Replies: 6
- Views: 882
- Mon Sep 19, 2005 10:14 pm
- Forum: Advanced Help
- Topic: Good ai with no need for path finding
- Replies: 13
- Views: 1392
- Mon Sep 19, 2005 5:42 pm
- Forum: Advanced Help
- Topic: DrawIndexedPrimitiveUP
- Replies: 1
- Views: 296
- Mon Sep 19, 2005 5:42 pm
- Forum: Advanced Help
- Topic: Good ai with no need for path finding
- Replies: 13
- Views: 1392
- Fri Sep 16, 2005 10:00 pm
- Forum: Advanced Help
- Topic: DrawIndexedPrimitiveUP
- Replies: 1
- Views: 296
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?
Has anyone already conducted this optimization?