Search found 278 matches

by kburkhart84
Thu Jan 21, 2010 1:12 am
Forum: Advanced Help
Topic: Cameras, first person or third person
Replies: 4
Views: 986

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 o...
by kburkhart84
Wed Jan 20, 2010 4:38 am
Forum: Advanced Help
Topic: Performance impact of separate objects vs. octree
Replies: 10
Views: 1990

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...
by kburkhart84
Wed Jan 20, 2010 4:37 am
Forum: Beginners Help
Topic: 3D text?
Replies: 4
Views: 440

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.....
by kburkhart84
Wed Jan 20, 2010 4:26 am
Forum: Advanced Help
Topic: Performance impact of separate objects vs. octree
Replies: 10
Views: 1990

I don't have any tests to back it up. I think it depends on the geometry of the "items" in question. I mean, if it is only a relatively few tris, then using the octree should be faster, because like you said, it is only rendering certain sections. On the other hand, part of the culling of ...
by kburkhart84
Sun Jan 17, 2010 8:36 pm
Forum: Code Snippets
Topic: irrConfigController - controls to be configured by players
Replies: 29
Views: 15543

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 w...
by kburkhart84
Fri Jan 15, 2010 7:09 am
Forum: Code Snippets
Topic: irrConfigController - controls to be configured by players
Replies: 29
Views: 15543

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 th...
by kburkhart84
Fri Jan 15, 2010 4:19 am
Forum: Code Snippets
Topic: irrConfigController - controls to be configured by players
Replies: 29
Views: 15543

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 co...
by kburkhart84
Sat Jan 09, 2010 2:06 pm
Forum: Beginners Help
Topic: how can i put gravity to objects?
Replies: 6
Views: 764

You could also just move the object yourself. Every frame, try to push the object down(gravity). Then when the monster needs tomove, instead of doing the animator, just calculate the movement yourself. Then you still keep the collision animator so they don't go through the terrain.
by kburkhart84
Tue Jan 05, 2010 5:54 pm
Forum: Beginners Help
Topic: Displaying text
Replies: 7
Views: 564

I have seen many OpenGL tutorials doing "outline" fonts, and I'm pretty sure that Direct3D could do something similar. What would the general opinion of implementing this in Irrlicht. It would be exactly what the OP needs, though I understand the performance that great. The problem with do...
by kburkhart84
Wed Jan 14, 2009 7:04 am
Forum: Project Announcements
Topic: Irrlicht multicore
Replies: 14
Views: 3462

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 ...
by kburkhart84
Mon Jan 05, 2009 5:46 am
Forum: Project Announcements
Topic: Irrlicht multicore
Replies: 14
Views: 3462

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 eve...
by kburkhart84
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: 26964

I agree with kburkhart84, we should have at least 1 format that's completely supported, be it irrmesh or .x (or any other format). Irrlicht's current support is iffy. You have to go through trial and error to find a format that works for your needs. None of the existing formats will have all featur...
by kburkhart84
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: 26964

I honestly would like to see the particle system addons by Dark_Kilauea added. I know we can use these regardless, but it would be something useful for a lot of people. We also need work done on the art pipeline. I think we all have had trouble getting a good animated mesh out of our favorite progra...
by kburkhart84
Thu Jul 24, 2008 3:50 pm
Forum: Off-topic
Topic: Calligari trueSpace 7.6 free and gratis
Replies: 7
Views: 781

Im downloading. There is always good bound to happen when something this good is released for free. I've never used it, since I've always stuck to blender for the price, but I will try this one and if I like it better, it may be my new modeller. Sweeeeet.
by kburkhart84
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: 3699

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 ver...