Search found 153 matches

by MasterD
Sat Apr 21, 2012 8:24 am
Forum: Project Announcements
Topic: Nuclear Spark
Replies: 30
Views: 13099

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...
by MasterD
Tue Apr 27, 2010 8:42 pm
Forum: Advanced Help
Topic: Console Window not closeable, and no process attached
Replies: 13
Views: 2634

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...
by MasterD
Tue Apr 20, 2010 9:07 pm
Forum: Bug reports
Topic: Matrix inversion
Replies: 0
Views: 542

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...
by MasterD
Tue Apr 20, 2010 8:24 am
Forum: Advanced Help
Topic: Glow shader
Replies: 14
Views: 3495

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 ...
by MasterD
Sat Apr 17, 2010 5:05 pm
Forum: Advanced Help
Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
Replies: 9
Views: 2188

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...
by MasterD
Thu Apr 15, 2010 10:06 pm
Forum: Advanced Help
Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
Replies: 9
Views: 2188

I've not tracked it down to the root, but I think that there is some windows.h included in matrix4.h without #define NO_MIN_MAX as std::numeric_limits<thecakeisalie>::min() wont work in this template. ... It seems there is some other included macro defining "min" as something, since only &...
by MasterD
Wed Apr 14, 2010 11:04 pm
Forum: Advanced Help
Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
Replies: 9
Views: 2188

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...
by MasterD
Tue Apr 13, 2010 11:27 pm
Forum: Advanced Help
Topic: ROUNDING_ERROR_f32 too big? (f64 too?)
Replies: 9
Views: 2188

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...
by MasterD
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: 538

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...
by MasterD
Mon Mar 29, 2010 6:17 pm
Forum: Project Announcements
Topic: Yet Another Space Shooter
Replies: 3
Views: 1166

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 ...
by MasterD
Sun Mar 21, 2010 4:54 pm
Forum: Off-topic
Topic: FREE 3D MODELS!!!!
Replies: 10
Views: 4344

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.
by MasterD
Thu Mar 18, 2010 1:11 pm
Forum: Project Announcements
Topic: fast planet rendering
Replies: 151
Views: 59056

@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...
by MasterD
Thu Mar 18, 2010 12:59 pm
Forum: Project Announcements
Topic: fast planet rendering
Replies: 151
Views: 59056

@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...
by MasterD
Wed Mar 17, 2010 9:10 pm
Forum: Project Announcements
Topic: fast planet rendering
Replies: 151
Views: 59056

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...
by MasterD
Wed Mar 03, 2010 9:14 am
Forum: Advanced Help
Topic: Console Window not closeable, and no process attached
Replies: 13
Views: 2634

So it is definetly a Windows update and not irrlicht bound, thanks for the link, zillion42.

But, since I wanted to put up a release soon and don't want to raise the anger of the users:
Did this ever happen to one of you with a release build and no debugger attached?