Search found 806 matches

by keless
Tue Jan 12, 2010 5:26 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

I haven't tried bringing it into irrlicht yet, but for example: 14 bones for body and arms/legs ( plus 16 more for the pose-able hand version). 1634 verts for head, and 3644 verts for body (those might be in quads not tris), but those can be reduced as necessary. Also, this is all in blender, which ...
by keless
Mon Jan 11, 2010 11:01 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

Keep in mind its a cellphone, too. Performance is plenty available, its just a fine balance working to the best of the hardwares abilities (for example, destroying the CPU with 9 ninjas :P) Oh, for sure. But we've got to be able to render _some_ kind of animated character (or 5) on the screen at a ...
by keless
Thu Jan 07, 2010 7:04 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

md2 is an animated low-poly format. Also, make sure you restict your skinned meshes to only a few bones/joints to reduce the amount of matrices being multiplied each frame. I'm not sure MD2 works for me-- as I recall, its basically the proprietary format of Quake2 and allows for separately animated...
by keless
Thu Jan 07, 2010 5:36 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

skinned meshes and particles are probably the most CPU consuming parts of Irrlicht, maybe you should render some static VBOs to get significant FPS with more geometry. I know what VBOs are in an OGL/DX sense, but how do I take advantage of them in Irrlicht? For instance, with a giant level mesh, or...
by keless
Wed Jan 06, 2010 10:57 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

What kind of performance are you guys seeing? Today I downloaded the opengl-es branch from SF as well as Spoon's template. Instead of building the irrlicht.a library using a non-existent OpenGLES xcode project (I'd love to see this added to the opengles branch) I simply added the necessary H, .MM an...
by keless
Wed Jul 29, 2009 7:57 pm
Forum: Advanced Help
Topic: Compiling irrlicht ogl-es branch for iphone (progress)
Replies: 148
Views: 68230

Yeah..couldnt get it to work lol.. Few questions.. 1. how do i go about creating a iphone static library project in xcode. 2. What frameworks do i include and from were *exact plz* i seem to get stuck at the frameworks part alot. 3. WHY IS THIS SO DIFFICULT! I'm not currently working on the same st...
by keless
Wed Jul 29, 2009 7:36 pm
Forum: Everything 2d/3d Graphics
Topic: My iPhone Book
Replies: 2
Views: 1154

Excellent, thanks!
by keless
Wed Jul 29, 2009 7:13 am
Forum: Everything 2d/3d Graphics
Topic: My iPhone Book
Replies: 2
Views: 1154

My iPhone Book

Hello IrrLicht-- it's been a while. I've been busy; currently I'm working on the final chapter of a game programming book for O'Reilly titled "iPhone Game Development". In the last chapter, I mention a number of 3rd party librarys/SDKs/APIs and middleware solutions for making iPhone games ...
by keless
Tue Feb 05, 2008 1:11 am
Forum: Advanced Help
Topic: [Fixed]How to draw a mesh from a file without the file..
Replies: 22
Views: 2163

Hybrid, I think the point of what hes trying to do is only have one .exe file without any external resource files. In some programming contests, or when trying to distribute a program to non-technical people this can be useful.
by keless
Wed Jan 30, 2008 6:54 pm
Forum: Advanced Help
Topic: How to draw2DImage without a specific pixel?
Replies: 8
Views: 890

bitmask, anyone?
by keless
Thu Jan 17, 2008 8:08 pm
Forum: Advanced Help
Topic: Volumetric Clouds
Replies: 6
Views: 1572

Start with just basic circles, not to look realistic but to get the volumetric code in there.

From there the next step to making it look more like what you want will be easy.
by keless
Wed Jan 16, 2008 5:36 pm
Forum: Advanced Help
Topic: To pool game entities or to use an update loop
Replies: 27
Views: 2461

/wave at roger :) @ taymo: Theres a few things to consider when designing a message system: 1) should I use messages in the first place? 2) should I use a queue for my messages? 3) what does a message look like? I'll discuss these in reverse, since understanding the last two will help you with the f...
by keless
Tue Jan 15, 2008 8:59 pm
Forum: Advanced Help
Topic: [SOLVED]View transformation help for tilting the camera
Replies: 6
Views: 637

"On another subject (somewhat related to this), is the camera target coordinates are local to the camera or are global to the entire scene? "

They are in global coordinates, IIRC.
by keless
Tue Jan 15, 2008 8:57 pm
Forum: Advanced Help
Topic: [SOLVED]View transformation help for tilting the camera
Replies: 6
Views: 637

"- Don't want to affect the UPvector if possible " This sounds like you're doing something wrong. Are you using the camera scene node as the player's representation? If so: bad. I suggest you have a scene node (empty if you dont want to draw anything) that represents the player, and have t...
by keless
Tue Jan 15, 2008 8:49 pm
Forum: Advanced Help
Topic: To pool game entities or to use an update loop
Replies: 27
Views: 2461

As CuteAlien points out, message queues are best suited to large scale games. The cell phone games I make at work don't use them at all. The best example of a good use of a message queue is for AI and high-level game logic. For instance; if your game has doors that automatically open when someone st...