Search found 4549 matches

by JP
Tue Aug 07, 2012 8:01 am
Forum: Advanced Help
Topic: Slowdown on node creation
Replies: 13
Views: 1866

Re: Slowdown on node creation

Yeah I should look into those, I assume they remain compressed in memory?
by JP
Tue Jul 31, 2012 7:47 pm
Forum: Advanced Help
Topic: Slowdown on node creation
Replies: 13
Views: 1866

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...
by JP
Mon Jul 30, 2012 3:22 pm
Forum: Advanced Help
Topic: Slowdown on node creation
Replies: 13
Views: 1866

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...
by JP
Thu Jul 26, 2012 7:23 pm
Forum: Advanced Help
Topic: Slowdown on node creation
Replies: 13
Views: 1866

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...
by JP
Sun Nov 20, 2011 1:08 pm
Forum: Beginners Help
Topic: Irrlicht & C#
Replies: 2
Views: 281

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!
by JP
Sun Nov 20, 2011 12:56 pm
Forum: Beginners Help
Topic: Irrlicht & C#
Replies: 2
Views: 281

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...
by JP
Fri Jul 15, 2011 9:00 am
Forum: Beginners Help
Topic: Yaw, Pitch, Roll transformation
Replies: 5
Views: 894

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...
by JP
Fri Jul 15, 2011 8:37 am
Forum: Beginners Help
Topic: Yaw, Pitch, Roll transformation
Replies: 5
Views: 894

Re: Yaw, Pitch, Roll transformation

Very interesting... certainly worth a shot!
by JP
Fri Jul 15, 2011 8:25 am
Forum: Beginners Help
Topic: Yaw, Pitch, Roll transformation
Replies: 5
Views: 894

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...
by JP
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: 98020

Glad you managed to get it sorted Rkampen, sorry for failing to reply to your email!

Granyte, great projects die when you run out of personal time to work on them :(
by JP
Thu Mar 03, 2011 9:09 am
Forum: Advanced Help
Topic: Multiple sphere collision response
Replies: 3
Views: 1393

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!
by JP
Wed Mar 02, 2011 8:17 pm
Forum: Advanced Help
Topic: Multiple sphere collision response
Replies: 3
Views: 1393

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...
by JP
Wed Mar 02, 2011 4:24 pm
Forum: Advanced Help
Topic: Multiple sphere collision response
Replies: 3
Views: 1393

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...
by JP
Mon Jan 10, 2011 9:38 pm
Forum: Off-topic
Topic: just wondering :)
Replies: 5
Views: 1003

Irrlicht certainly has limits on how far you can go on realistic hardware but as adler suggests most of the limitations come from the art you're using and the ability to implement the necessary shaders to make the art look really good.

Nice mau5 avatar btw adler ;)
by JP
Mon Jan 10, 2011 9:36 pm
Forum: Project Announcements
Topic: ROP : Races of Palonka
Replies: 8
Views: 2018

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...