Search found 153 matches
- Sat Apr 21, 2012 8:24 am
- Forum: Project Announcements
- Topic: Nuclear Spark
- Replies: 30
- Views: 13733
Re: Nuclear Spark
Actually, for some strange reasons, I monitored this thread and got an email for that previous post. The bad thing was, I couldn't remember at all, what this game was, but, thanks to the irrlicht projects archive , I got an idea what it was. Aaah, the good ol' times :) But apart from that, I visit i...
- Tue Apr 27, 2010 8:42 pm
- Forum: Advanced Help
- Topic: Console Window not closeable, and no process attached
- Replies: 13
- Views: 2782
If you don't rely on some debug output from the console, you can remove it with something like the following, instead of your current main (just replace it) int __stdcall WinMain(HINSTANCE, HINSTANCE, LPSTR, int) I think, that this bug is not on MS' high priority list, so I removed the console windo...
- Tue Apr 20, 2010 9:07 pm
- Forum: Bug reports
- Topic: Matrix inversion
- Replies: 0
- Views: 610
Matrix inversion
Affecting all versions since 1.0 (I think 0.14 was still "working as expected"*): The inverse of a given matrix cannot be constructed, even if the matrix is not singular. Given a matrix with a close-to-zero determinant, the construction of the inverse is rejected, even if the inverse matri...
- Tue Apr 20, 2010 8:24 am
- Forum: Advanced Help
- Topic: Glow shader
- Replies: 14
- Views: 3582
Looking very nice. But, please don't let me get you done, 100FPS on a 260GTX looks like there is some stuff to improve. So, you have a nice looking shader ... go, make it fast! :-D (You know, I suck at this. I'm always happy if I can stay below the Shader 2.0 instruction count limit ... ) I bet you ...
- Sat Apr 17, 2010 5:05 pm
- Forum: Advanced Help
- Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
- Replies: 9
- Views: 2399
This hack you proposed worked with (std::numeric_limits<T>::min)(). Thanks for that, vitek, I didn't knew you could fool the preprocessor in that way. I've now managed to raycast my animated characters. There was some precission problems involved, as I tried to raycast a ray of 10km length. Shorteni...
- Thu Apr 15, 2010 10:06 pm
- Forum: Advanced Help
- Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
- Replies: 9
- Views: 2399
- Wed Apr 14, 2010 11:04 pm
- Forum: Advanced Help
- Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
- Replies: 9
- Views: 2399
An interesting approach, also it looks a bit hack-ish, indeed. However, when determining if a given value is zero, this approach won't succeed. I think I'm gonna try an even more rigorous approach*. In CMatrix4 I'm going to compare the determinant against numeric_limits<float>::min, to decide if the...
- Tue Apr 13, 2010 11:27 pm
- Forum: Advanced Help
- Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
- Replies: 9
- Views: 2399
ROUNDING_ERROR_f32 too big? (f64 too?)
I want to know, why the rounding error in irrlicht is given as const f32 ROUNDING_ERROR_f32 = 0.000001f; instead of e.g. const f32 ROUNDING_ERROR_f32 = std::numeric_limits<f32>::epsilon() Will it get to instable with a too precise rounding error? The reason is the following: I have a animated charac...
- Sun Apr 11, 2010 9:50 pm
- Forum: Bug reports
- Topic: irr 1.7.1, compile without _IRR_COMPILE_WITH_BZIP2_, linker
- Replies: 2
- Views: 576
irr 1.7.1, compile without _IRR_COMPILE_WITH_BZIP2_, linker
It seems that it is not possible to compile irrlicht without BZIP2 support, but maybe I'm missing something. I stepped through the config and read "requires a certain amount of memory for decompression and adds several files to the library" and thought "oh well, lets just disable this...
- Mon Mar 29, 2010 6:17 pm
- Forum: Project Announcements
- Topic: Yet Another Space Shooter
- Replies: 3
- Views: 1217
Yet Another Space Shooter
We have released a new version of Yet Another Space Shooter . With this techdemo we combine aspects of first person shooter and space simulation into a fine blended mixture. You can walk around on the surface of earth and mars as well as fly in space to visit our solar system. You can drive several ...
- Sun Mar 21, 2010 4:54 pm
- Forum: Off-topic
- Topic: FREE 3D MODELS!!!!
- Replies: 10
- Views: 4441
At least the latest models (like http://gfx-3d-model.blogspot.com/2010/0 ... model.html) is definitely a theft model... (Resident Evil 5), so I suspect the others are not "free", too.
- Thu Mar 18, 2010 1:11 pm
- Forum: Project Announcements
- Topic: fast planet rendering
- Replies: 151
- Views: 62285
@Tarzan02: I'm not sure, if this was native english speaking, but I'm just happy, that some people actually look at my work (in detail, as it seems). I was referring to that small discussion a few days ago between lymantok / zillion42, who mentioned it. Maybe I should've added an @someone, to have m...
- Thu Mar 18, 2010 12:59 pm
- Forum: Project Announcements
- Topic: fast planet rendering
- Replies: 151
- Views: 62285
@Tarzan02: I'm not sure, if this is native english speaking, but I'm just happy, that some people actually look at my work (in detail, as it seems). I was referring to that small discussion a few days ago between lymantok / zillion42, who mentioned it. Maybe I should've added an @someone, to have ma...
- Wed Mar 17, 2010 9:10 pm
- Forum: Project Announcements
- Topic: fast planet rendering
- Replies: 151
- Views: 62285
Thanks for recognizing my work :) I'm sorry that I wasn't able to put up a stand alone app using the LOD system. There are currently many connections to other parts of our code base, so that it could not be easily separated. And as we are currently working towards a release (both the yass project an...
- Wed Mar 03, 2010 9:14 am
- Forum: Advanced Help
- Topic: Console Window not closeable, and no process attached
- Replies: 13
- Views: 2782