Search found 21 matches

by WizardofChaos
Sat Sep 07, 2024 1:39 pm
Forum: Game Programming
Topic: How do I get "relative" angular velocity so that I can control pitch, roll and yaw angular velocity on a space ship?
Replies: 11
Views: 775

Re: How do I get "relative" angular velocity so that I can control pitch, roll and yaw angular velocity on a space ship?

This just can't work without being able to find what the relative angular velocity of the ship is. Go play No Man's Sky or Starfield for example. If you move the cursor to the center while piloting a ship, the ship stops rotating even if it was rotating pretty fast before. I'm trying to replicate t...
by WizardofChaos
Thu Jul 04, 2024 9:03 pm
Forum: Project Announcements
Topic: Glass Refraction Demo
Replies: 17
Views: 6799

Re: Glass Refraction Demo

Jesus christ, that's a bump and a half.

No. Looking at the wayback machine, source code was never included. Sorry.
by WizardofChaos
Tue Jul 02, 2024 3:21 pm
Forum: Project Announcements
Topic: Extermination Shock
Replies: 7
Views: 2671

Re: Extermination Shock

I got the game earlier today. I want to try to get all the way through it before I leave a review on steam but I have found it pretty good so far. Also, I can verify that it works fine on the steam deck (after doing some remapping) incase anyone was wanting to know. Dude, this whole launch has blow...
by WizardofChaos
Sun Jun 30, 2024 11:13 pm
Forum: Project Announcements
Topic: Extermination Shock
Replies: 7
Views: 2671

Re: Extermination Shock

Extermination Shock has been released!

https://store.steampowered.com/app/2510 ... ion_Shock/

It's been a hell of a long trip, but it's been worth it!
by WizardofChaos
Sun Jan 14, 2024 4:09 am
Forum: Project Announcements
Topic: Extermination Shock
Replies: 7
Views: 2671

Re: Extermination Shock

I wishlisted it. The combat looks pretty fun. Also, you didn't have a launch date on your store page. Is it still pretty far out or are you still deciding on a date? Naw, not far out at all, just dependent on my competence. If I have my general crap together by Feb 27, I'm releasing in March -- if ...
by WizardofChaos
Fri Jan 12, 2024 7:02 pm
Forum: Project Announcements
Topic: Extermination Shock
Replies: 7
Views: 2671

Extermination Shock

Hi all, I've been working on developing a space sim causing Irrlicht for the past couple years, and it's finally ready to show off. It's called Extermination Shock and it's directly inspired by things like Wing Commander and Freelancer. Trailer: https://www.youtube.com/watch?v=xydktDai1Bo Steam Page...
by WizardofChaos
Mon Jun 12, 2023 8:09 pm
Forum: Advanced Help
Topic: Individualized shader effects
Replies: 5
Views: 2379

Re: Individualized shader effects

Oh, yeah, I got that part, what with setting matrices, I meant specifically like with health bar info being passed in -- so, like, if I wanted to use the same callback, I could maybe pass in the ID for the node as "user data" when adding the shader material, and then pull info off that?
by WizardofChaos
Mon Jun 12, 2023 6:08 pm
Forum: Advanced Help
Topic: Individualized shader effects
Replies: 5
Views: 2379

Re: Individualized shader effects

This one is probably best passed as a uniform variable in OnSetConstants of your shader callback. You can also create more than one material per shader-code by recompiling it, but you should do all compiling (aka all addHighLevelShaderMaterial calls) once at the start (or at least definitely not pe...
by WizardofChaos
Fri Jun 09, 2023 2:13 pm
Forum: Advanced Help
Topic: Individualized shader effects
Replies: 5
Views: 2379

Individualized shader effects

Hi there! I'm still working on a few shader effects and the tools for Irrlicht seem to be generic -- that is I'd use the same shader object for absolutely everything involved with that shader. If I wanted to include someone's health percentage as a shader parameter, for example, how would I do that?...
by WizardofChaos
Sat Mar 11, 2023 1:22 am
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1623

Re: Sampling different material layers for shaders

OK, took me a while figuring it out. I've not worked yet with Irrlicht 1.8.5, but I suppose it's mostly same as Irrlicht trunk here. First thing: Don't use any of the EMT_NORMAL_x or EMT_PARALLAX_x. They seem to be _only_ useful for the build-in shaders. And the mess you get is likely because as so...
by WizardofChaos
Thu Feb 16, 2023 2:53 pm
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1623

Re: Sampling different material layers for shaders

Yeah, it's using S3DVertexTangents -- I was originally using a default normal-mapped material (EMT_PARALLAX_MAP_SOLID) and it worked fine. I'm on Irrlicht 1.8.5. I haven't had the chance to debug my shader yet, but I'm gonna give it a pass today. Actually, since that was such a quick thing I just tr...
by WizardofChaos
Thu Feb 16, 2023 2:29 am
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1623

Re: Sampling different material layers for shaders

Hmm, that didn't really change all that much. I can only assume that my own code is bad, or that the patch that Seven mentioned is the correct fix. I'll rewrite my own code until I'm *damn* sure it works and report back with any updates... recompiling the engine is a "do that last" kinda t...
by WizardofChaos
Wed Feb 15, 2023 6:08 pm
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1623

Re: Sampling different material layers for shaders

I really dont know but it seems that solid uses only one texture. maybe this post will help? https://irrlicht.sourceforge.io/forum/viewtopic.php?f=7&t=50202 That's hell of weird, because the built-in materials are doing basically what I'm doing (ie EMT_NORMAL_MAP_SOLID)... or they should be. I'...
by WizardofChaos
Wed Feb 15, 2023 4:50 pm
Forum: Beginners Help
Topic: Sampling different material layers for shaders
Replies: 10
Views: 1623

Sampling different material layers for shaders

I feel like I'm doing something *wrong* but I don't know exactly *where* with regards to texture variables in an HLSL shader. I'm trying to get the hang of HLSL shaders by writing out a bump-map implementation for myself, but it doesn't appear to be sampling the normal map correctly. Where am I doin...
by WizardofChaos
Sun Oct 09, 2022 3:53 am
Forum: Project Announcements
Topic: resurrected cAudio
Replies: 5
Views: 3394

Re: resurrected cAudio

Nice! I didn't actually know about cAudio for my current project (although I probably shoulda done some more research) and ended up writing my own basic wrapper for OpenAL and Irrlicht. Might post it once I'm sure I'm done with it; it has some specific use stuff for my game that I'd need to strip ou...