Search found 313 matches

by Eternl Knight
Thu Jul 12, 2007 12:19 am
Forum: Open Discussion and Dev Announcements
Topic: New Physic System
Replies: 30
Views: 3425

Bullet would indeed fit the job description. I also believe there is a Bullet/Irrlicht integration demo (with source) lying around somewhere too.

--EK
by Eternl Knight
Wed Jun 06, 2007 3:52 am
Forum: Open Discussion and Dev Announcements
Topic: OpenGL 3.0 etc
Replies: 19
Views: 2497

I would put money on it being a C-style one for two reasons. First (& foremost) there is still ALOT of code written in straight C. It is relatively simple to wrap C-code into an object oriented form & to integrate C-code into other languages. The same cannot be said in reverse for most other...
by Eternl Knight
Mon May 14, 2007 4:00 am
Forum: Project Announcements
Topic: fast planet rendering
Replies: 151
Views: 59061

Not to sound condescending, but I'm pretty sure the "Elite" in the project refers to the classic space-sim game called "Elite". Look it up on Wikipedia and you'll see that "IrrlichtElite" seems quite appropriate.

--EK
by Eternl Knight
Wed May 09, 2007 1:21 am
Forum: Open Discussion and Dev Announcements
Topic: Scripting language choice
Replies: 29
Views: 7483

Slight Clarification

Actually the efficiency of Stackless comes from the fact that it does not use THREADS for multi-tasking, but instead relies on co-operative multi-tasking (of which C stack switching is only a necessary part). I too use Stackless & Richard Tew recently uploaded my example implementation to the St...
by Eternl Knight
Tue Jan 02, 2007 7:55 pm
Forum: Off-topic
Topic: The Best Physic Engine for commercial,multiplatform project?
Replies: 25
Views: 2646

There is no "tutorial", but a quick glance at the Bullet forums will give you the implementation of a demo.

--EK
by Eternl Knight
Tue Jan 02, 2007 7:53 pm
Forum: Project Announcements
Topic: SuperScaryGayme!
Replies: 32
Views: 6364

Ignore him. This is the same reply he gives whenever the mods step in to squash his behaviour. He doesn't change and the mods are not going to ban him. The rest of us deal with it by calling him out when we need to.

--EK
by Eternl Knight
Sun Dec 31, 2006 2:49 am
Forum: Project Announcements
Topic: SuperScaryGayme!
Replies: 32
Views: 6364

what screenshots?
Exactly my point, Midnight. I'd compare your game screenshots against this one... but you haven't got any.

--EK
by Eternl Knight
Fri Dec 29, 2006 10:09 pm
Forum: Project Announcements
Topic: SuperScaryGayme!
Replies: 32
Views: 6364

Well, I hope this is an experiment project. Still, it is better than the game screenshots I've seen Midnight release :P

--EK
by Eternl Knight
Thu Dec 28, 2006 9:24 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Irrlicht embedded in a wxWidgets control
Replies: 40
Views: 20717

Well, feel free to contribute then, Kornerr. All I am seeing here is your whinging that someone won't put in extra effort for your benefit.

--EK
by Eternl Knight
Wed Dec 27, 2006 5:17 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Irrlicht embedded in a wxWidgets control
Replies: 40
Views: 20717

No offense, kornerr - but there is no requirement for people to provide you with source and/or modified Irrlicht files. If they do do it - that's great. If not, well, that's life. Remember that under the open source license used by Irrlicht, nobody is compelled to release code they don't want to (a ...
by Eternl Knight
Thu Dec 21, 2006 12:00 am
Forum: Open Discussion and Dev Announcements
Topic: Soft shadows
Replies: 14
Views: 2085

Saturn is correct. Irrlicht lacks the features I need for my projects, and so while I keep up to date with it and will contribute every now & then - my projects will tend to be mostly Irrlicht incompatible. For LiSpSM, I actually think Irrlicht could be hacked to do it. The major change would be...
by Eternl Knight
Mon Dec 18, 2006 11:02 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47152

Only use Bullet now, ODE's solver is not perfect. Well, to be honest here - neither is Bullet's - although I personally prefer it at the moment. Once it's speed picks up a little - I think it will easily outclass ODE, but at the moment there is still some speed benefit in using Bullet's collision w...
by Eternl Knight
Mon Dec 18, 2006 10:56 pm
Forum: Open Discussion and Dev Announcements
Topic: Soft shadows
Replies: 14
Views: 2085

DX 10: Soft shadows will be as fast in DX 10 as they will be in OpenGL. Remember that DX 10 is simply an interface to the underlying hardware. I give you 10 to 1 odds that anything the DX 10 interface has not possible in OpenGL 2 will be made available thru OpenGL extensions. Speed: Soft-shadowing ...
by Eternl Knight
Tue Dec 12, 2006 5:22 am
Forum: Code Snippets
Topic: irr::core::map replacemant of the one from STL
Replies: 20
Views: 6032

No offense, hybrid, but I think you're being a little too paranoid. Red/black tree implementations have been described ad nauseum by computer science professors since the dawn of assembly code. There are so many overlapping implementations that unless there were exact code matches - it would be next...
by Eternl Knight
Mon Dec 11, 2006 1:08 am
Forum: Code Snippets
Topic: irr::core::map replacemant of the one from STL
Replies: 20
Views: 6032

Well, red/black tree implementations are a dime a dozen. That and there really is only a limited number of ways it can be done - so unless you have strong evidence it came from GCC, I would think it safe. Seriously - I can code a red/black implementation from scratch and it would probably look quite...