Search found 25 matches

by Marc
Mon Mar 15, 2004 2:15 pm
Forum: Open Discussion and Dev Announcements
Topic: ODE tutorial source?
Replies: 15
Views: 2954

Yeah right, now there is a license. Everything seems to be fine. I'm just wondering why he doesn't open the sourcecode. Anyway, if it's really better than ode then I won't care :)
If u guys try around with it and get some experience, please let me know.
by Marc
Sun Mar 14, 2004 1:14 am
Forum: Open Discussion and Dev Announcements
Topic: ODE tutorial source?
Replies: 15
Views: 2954

If u find something about it, let us know. They claim to use a better aproach than iteration or LCP, so it could be intersting if it'ld free. But for me, it looks more like "making potential users interested with offering a time limited beta and afterwards letting them pay for the final", just an ...
by Marc
Sun Mar 14, 2004 12:42 am
Forum: Open Discussion and Dev Announcements
Topic: ODE tutorial source?
Replies: 15
Views: 2954

I had a look at newton. Does anyone know there license? I haven't found anything on there site, and after downloading there sdk, I haven't found anything once more. I only found a readmefirst.txt saying:

Newton Game Dynamic beta 1.0

this is a beta demo of Newton Game dynamics the simulation runs ...
by Marc
Tue Mar 02, 2004 12:50 pm
Forum: Beginners Help
Topic: rotate or not rotate ...
Replies: 7
Views: 1212

no, my a,b,c are the absolute rotations coming from my AI-code. Otherwise u have to add rotation instead of just setting it.
by Marc
Tue Mar 02, 2004 9:33 am
Forum: Beginners Help
Topic: rotate or not rotate ...
Replies: 7
Views: 1212

I use

scenenode->setRotation(core::vector3df(a,b,c));

where the a,b,c are the angles around x,z, and again x axes, if nikos code applies to to standards. For me, I just pluged the angels in the different position until it went right. ;)
The angels have to be in degrees, so from 0-360 instead of ...
by Marc
Mon Mar 01, 2004 5:48 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht seems to be slow
Replies: 6
Views: 2067

We are not talking about code optimization, we are talking about analytical optimization.
by Marc
Mon Mar 01, 2004 2:39 am
Forum: Advanced Help
Topic: Scalability
Replies: 27
Views: 8056

I wasn't talking about 300 objects. If triangle count rises, there are other limitations for sure. But 30k triangles at a desireable framerate is no miracle.

pleasent dreams,

Marc
by Marc
Sun Feb 29, 2004 6:16 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht seems to be slow
Replies: 6
Views: 2067

That would probably be a good idea. This and an Optimization of the collisiondetection would help to make a big step forward in useability.
by Marc
Sun Feb 29, 2004 6:15 pm
Forum: Advanced Help
Topic: Scalability
Replies: 27
Views: 8056

No that's not the point. Todays graphiccards can handle 20k-30k triangles without such a low framerate. The triangle counts of my test are low enough that a LOD system won't receive anything.
by Marc
Sun Feb 29, 2004 11:29 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht seems to be slow
Replies: 6
Views: 2067

As far as I understand your src, I think the models are not clipped to the map. I think this would help a lot as a first approach. But therefore the models, or scenenodes in general, have to be sorted into the octree of the map, what seems to be against the current design, or am I wrong?
by Marc
Sun Feb 29, 2004 11:22 am
Forum: Beginners Help
Topic: rotate or not rotate ...
Replies: 7
Views: 1212

ok, the parameters must be in degrees.
by Marc
Sat Feb 28, 2004 8:33 pm
Forum: Advanced Help
Topic: Scalability
Replies: 27
Views: 8056

I only have VC6. The compiler from 7 optimizes a bit better, but a factor of 10 ist far away from realistic.

46 fps is nearly twice as fast as my result with 30 faeries. But still it isn't a desireable result. If you have an Intel, perhaps the collisions can be calculated faster what may explain ...
by Marc
Sat Feb 28, 2004 7:30 pm
Forum: Advanced Help
Topic: Scalability
Replies: 27
Views: 8056

I profiled my program and opened a new thread on it here

http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=1556

since I think this is more likely "Open Discussion" than "Advanced Help" about the speed of Irrlicht.

But your loop is interesting. My first approachs was the same, but I displaced ...
by Marc
Sat Feb 28, 2004 7:17 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht seems to be slow
Replies: 6
Views: 2067

Irrlicht seems to be slow

I profiled my program I already mentioned here

http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=8399#8399

:

http://www.rhrk.uni-kl.de/~rochel/files/irrlicht/marcstest.zip

It loads the techdemo map and a number of fairies u can specify at startup (src included, If you'ld like to have a look ...
by Marc
Sat Feb 28, 2004 6:25 pm
Forum: Advanced Help
Topic: Scalability
Replies: 27
Views: 8056

I tried it with a ms3d model. Same speed. :(