Search found 278 matches
- Thu Jan 21, 2010 1:12 am
- Forum: Advanced Help
- Topic: Cameras, first person or third person
- Replies: 4
- Views: 1243
I recommend you code it yourself. You will need a little bit of trigonometry(or know how to use vectors) to calculate the movement. You set the rotation and position of the camera similar to other scene nodes, though rotation may or may not work depending some setting(don't remember which). On the ...
- Wed Jan 20, 2010 4:38 am
- Forum: Advanced Help
- Topic: Performance impact of separate objects vs. octree
- Replies: 10
- Views: 2500
Better option should be one bigger object than octtree (but important are also hardware target). You should try reduce draw calls to minimum. For me 100-150 draw calls per frame are maximum for optimal performance. Render some more 'extra' polygons is cheaper than too more draw calls. Of course for ...
- Wed Jan 20, 2010 4:37 am
- Forum: Beginners Help
- Topic: 3D text?
- Replies: 4
- Views: 745
I have actually had in my head to use OpenGL outline fonts, though in actual use, these aren't very fast. They can be textured and can use any available font on the system though. I haven't had a chance to do it, and if I did, I would run into issues.
1. The tutorial on nehe.gamedev.net works fine ...
1. The tutorial on nehe.gamedev.net works fine ...
- Wed Jan 20, 2010 4:26 am
- Forum: Advanced Help
- Topic: Performance impact of separate objects vs. octree
- Replies: 10
- Views: 2500
- Sun Jan 17, 2010 8:36 pm
- Forum: Code Snippets
- Topic: irrConfigController - controls to be configured by players
- Replies: 29
- Views: 27516
I finally got a little time. With my change mentioned above, my code compiles. I've added 3 different controls, and so far, they are working. I still haven't tested the GUI part because I don't have anything but a quick test app, but I'm pretty sure it should work, considering the change I made. I ...
- Fri Jan 15, 2010 7:09 am
- Forum: Code Snippets
- Topic: irrConfigController - controls to be configured by players
- Replies: 29
- Views: 27516
I can't say for sure, because I still use 1.6, but maybe another dimension2d<s32> has been turned to dimension2d<u32>? In that case you'd have to update that part of the irrCC code.
I don't know if it works due to not having tested yet. The IGUIFont function return that is creating the error has ...
I don't know if it works due to not having tested yet. The IGUIFont function return that is creating the error has ...
- Fri Jan 15, 2010 4:19 am
- Forum: Code Snippets
- Topic: irrConfigController - controls to be configured by players
- Replies: 29
- Views: 27516
I'm trying to implement this awesome code snippet. I'm using the latest Irrlicht 1.7 from svn, and that may have something to do with my problems. I'm only using the IrrCC, without the little state machines that come with the download, as I'd rather use my own systems for managing state. The code ...
- Sat Jan 09, 2010 2:06 pm
- Forum: Beginners Help
- Topic: how can i put gravity to objects?
- Replies: 6
- Views: 1061
- Tue Jan 05, 2010 5:54 pm
- Forum: Beginners Help
- Topic: Displaying text
- Replies: 7
- Views: 1121
- Wed Jan 14, 2009 7:04 am
- Forum: Project Announcements
- Topic: Irrlicht multicore
- Replies: 14
- Views: 4410
Somewhere on the wiki is an example for "endless" terrain by I think it is "Saigami" or something like that. I haven't visited it in a while, but it was an example of how to have an endless terrain that kept a certain amount in memory, and when you pass a boundary loads the next set in line. You ...
- Mon Jan 05, 2009 5:46 am
- Forum: Project Announcements
- Topic: Irrlicht multicore
- Replies: 14
- Views: 4410
I think your best bet is probably do limit how many threads you have and what they do. Specifically, you only should have one thread for any and all "rendering" operations, as in actual drawing things. Any other threads would be used for physics, collisions, input, sound, and basically everything ...
- Thu Jan 01, 2009 9:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What's new features for Irrlicht 1.6
- Replies: 153
- Views: 42414
- Wed Dec 24, 2008 9:23 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What's new features for Irrlicht 1.6
- Replies: 153
- Views: 42414
- Thu Jul 24, 2008 3:50 pm
- Forum: Off-topic
- Topic: Calligari trueSpace 7.6 free and gratis
- Replies: 7
- Views: 1305
- Tue Jul 15, 2008 5:22 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht vs Id Tech engines (former Quake Engines)
- Replies: 31
- Views: 5850
Well, atleast the OP(Original Poster) has pretty close to the "top-of-the-line". In that case, I can see something nice(and I was being sarcastic about crysis:)). The point I had though was for you not to expect more than what the device is capable of, especially as mobile phones range very much in ...