Search found 4549 matches
- Tue Aug 07, 2012 8:01 am
- Forum: Advanced Help
- Topic: Slowdown on node creation
- Replies: 13
- Views: 2026
Re: Slowdown on node creation
Yeah I should look into those, I assume they remain compressed in memory?
- Tue Jul 31, 2012 7:47 pm
- Forum: Advanced Help
- Topic: Slowdown on node creation
- Replies: 13
- Views: 2026
Re: Slowdown on node creation
My thought was not to use a single smaller texture but multiple smaller textures so instead of a single 4096 texture I'd use 4 1024 textures or something, the 4096 texture is for a 2D character sprite sheet so only part of the texture is used each frame. For that reason splitting the texture into sm...
- Mon Jul 30, 2012 3:22 pm
- Forum: Advanced Help
- Topic: Slowdown on node creation
- Replies: 13
- Views: 2026
Re: Slowdown on node creation
Smaller textures had a much smaller hang. 1024 textures had no perceivable hang. Using multiple smaller textures might be a possible solution i suppose... I didn't get anywhere with the debug build of irrlicht as i couldn't get my game to load the irrlicht debug symbols, have had it working before t...
- Thu Jul 26, 2012 7:23 pm
- Forum: Advanced Help
- Topic: Slowdown on node creation
- Replies: 13
- Views: 2026
Re: Slowdown on node creation
Aaaaad 18 months later... Can't remember what project I posted this thread about but I've come across the same issue again. I've got a 4096x4096 texture and during, what is presumably the first call to, driver->draw2DImage it hangs for a loooong time (3-4 seconds I think). Any more ideas why this mi...
- Sun Nov 20, 2011 1:08 pm
- Forum: Beginners Help
- Topic: Irrlicht & C#
- Replies: 2
- Views: 345
Re: Irrlicht & C#
Cheers for the fast response! Certainly looks more up to date than the others which didn't seem to have any updates for years!
- Sun Nov 20, 2011 12:56 pm
- Forum: Beginners Help
- Topic: Irrlicht & C#
- Replies: 2
- Views: 345
Irrlicht & C#
Salutations and all that! So I'd like to use Irrlicht in a C# project but I'm having trouble finding something up to date... Irrlicht.NET has been shut down and the suggested alternative of Irrlicht.NET CP doesn't seem to have had much attention of late. I can't search the forum for C# as apparently...
- Fri Jul 15, 2011 9:00 am
- Forum: Beginners Help
- Topic: Yaw, Pitch, Roll transformation
- Replies: 5
- Views: 981
Re: Yaw, Pitch, Roll transformation
Yeah that's way off actually lol, doesn't even remotely work xD On the plus side I have a solution now which appears to work a treat. The approach is to not use the current YPR but to keep applying the incremental changes to a 'current rotation' quaternion. Didn't work when I tried it before but now...
- Fri Jul 15, 2011 8:37 am
- Forum: Beginners Help
- Topic: Yaw, Pitch, Roll transformation
- Replies: 5
- Views: 981
Re: Yaw, Pitch, Roll transformation
Very interesting... certainly worth a shot!
- Fri Jul 15, 2011 8:25 am
- Forum: Beginners Help
- Topic: Yaw, Pitch, Roll transformation
- Replies: 5
- Views: 981
Yaw, Pitch, Roll transformation
Hi all, I've been killing myself the last few days trying to figure out how to create a transformation matrix from the yaw, pitch and roll (YPR) of an object. Basically what I've got is the current YPR in the object's local axes and just need to render that on screen... Does anyone have any ideas ho...
- Mon May 23, 2011 3:01 pm
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 103180
- Thu Mar 03, 2011 9:09 am
- Forum: Advanced Help
- Topic: Multiple sphere collision response
- Replies: 3
- Views: 1523
Right so after a bit of searching I found this likely candidate: http://foobillard.sourceforge.net/
open source in C for Linux and Windows. The code is horrific and I'm not convinced of their solution but it seems to do the trick well enough!
open source in C for Linux and Windows. The code is horrific and I'm not convinced of their solution but it seems to do the trick well enough!
- Wed Mar 02, 2011 8:17 pm
- Forum: Advanced Help
- Topic: Multiple sphere collision response
- Replies: 3
- Views: 1523
Yeah clearly there needs to be some accumulation of the resulting velocities from all the collisions but not sure how to calculate those... An industry expert in physics I spoke to said it's a crazy problem so I probably don't stand much hope! But yeah, a billiards/snooker/pool game is a good idea t...
- Wed Mar 02, 2011 4:24 pm
- Forum: Advanced Help
- Topic: Multiple sphere collision response
- Replies: 3
- Views: 1523
Multiple sphere collision response
Hi dudes. So I'm toying around with writing my own physics 'engine' and am currently working with spheres colliding with each other. I found an articles which gives a seemingly great way of handling two spheres colliding with each other and correctly bouncing off each other. But when more than two s...
- Mon Jan 10, 2011 9:38 pm
- Forum: Off-topic
- Topic: just wondering :)
- Replies: 5
- Views: 1097
- Mon Jan 10, 2011 9:36 pm
- Forum: Project Announcements
- Topic: ROP : Races of Palonka
- Replies: 8
- Views: 2173
I like some of the aspects of the black and white but it seems too boring and empty... but with colour it's not that good either... possibly the colour version just needs better textures and filling out the environment a bit more... but i feel that the black and white approach has potential and mayb...