Search found 877 matches

by Electron
Sun Jan 22, 2006 1:27 pm
Forum: Off-topic
Topic: whats wrong with ragdoll physics atm
Replies: 21
Views: 1432

I think both are right here. EK is entirely correct that Newton is a a rigid body simulator. Yes it allows one to set material elasticity and softness, and this is all that is required for many effects, but that does not, as EK has been pointing out, make it a soft body simulator. Others are right h...
by Electron
Sat Jan 21, 2006 1:10 pm
Forum: Project Announcements
Topic: irrlicht stress
Replies: 15
Views: 4428

Node transforms can be speeded up by only updating nodes that have actually changed since the last update. Code for this was posted somewhere, but I'm afraid I do not remember where
by Electron
Sat Jan 21, 2006 1:09 pm
Forum: Advanced Help
Topic: S3DVertex base class
Replies: 7
Views: 762

I dislike the fact that hte base vertex class in LF is pure interface and I may change it some time (all the renaming stuff is a hassle though). It's not really that bad tho b/c you don't by any means generally need ot call getPosition on ever vertex every frame. THe whole buffer is rendered as a vb...
by Electron
Sat Jan 21, 2006 12:36 am
Forum: Advanced Help
Topic: S3DVertex base class
Replies: 7
Views: 762

Baal Cadar is right about a vertex-free format. It's much more flexible to simply store a vertex buffer containing user-specified vertex elements. For example, http://lf.mmdevel.de/lf/documentation/apidocs/classlf_1_1res_1_1IVertexBuffer.html and http://lf.mmdevel.de/lf/documentation/apidocs/classlf...
by Electron
Fri Jan 20, 2006 8:04 pm
Forum: Project Announcements
Topic: irrlicht stress
Replies: 15
Views: 4428

fast depends what you're comparing it to. Irrlicht will be slow in large scenes unless it gets better culling Currently it has only a rough aabb of frustum vs aabb of node and no occlusion test. It could benefit from. . . 1) real frustum planes vs aabb test 2) BHV tree 3) portals (requires setup in ...
by Electron
Tue Jan 17, 2006 8:52 pm
Forum: Project Announcements
Topic: Lovecraftian Rpg
Replies: 17
Views: 2690

by literal definition, an rpg is a "role-playing game". You pretend to be a character. Of course, most FPS's are also role-playing games by this definition, but I see no need to absolutely requite leveling up in an rpg. Of course, most ppl enjoy leveling up
by Electron
Mon Jan 16, 2006 1:07 pm
Forum: Open Discussion and Dev Announcements
Topic: Blender 2.4 and DirectX8 mod1.3.1 exporter FIX
Replies: 12
Views: 3111

supposedly Ben Omari, the original author, was fixing it, but I haven't heard any more about that from vermeer
by Electron
Thu Jan 12, 2006 9:25 pm
Forum: Project Announcements
Topic: Grass Node v0.3.x
Replies: 109
Views: 84043

wind should prolly be done on a shader. . .
by Electron
Mon Jan 09, 2006 8:59 pm
Forum: Advanced Help
Topic: Triangulation
Replies: 2
Views: 286

no, irrlicht provides no triangulation. You must triangulate meshes before loading them into irrlicht (actually, some loaders may provide triangualtion in the loader, I'm not really sure, but it's still better to triangulate ahead of time)
by Electron
Mon Jan 09, 2006 8:58 pm
Forum: Advanced Help
Topic: Eeeew, my grass looks like ****
Replies: 28
Views: 3213

Nice, Very similar technique to parts of what's described in a GPU Gems 2 article
by Electron
Fri Jan 06, 2006 12:18 am
Forum: Advanced Help
Topic: Multi-pass shaders
Replies: 30
Views: 4872

I'm not sure exactly how much help it would be for implementing multi-pass rendering in irrlicht, but one of you might want to have a look at the way renderpasses are done in Lightfeather http://lf.mmdevel.de/content.php?article.7 and http://lf.mmdevel.de/content.php?article.13
by Electron
Tue Jan 03, 2006 12:09 pm
Forum: Advanced Help
Topic: More about .x animated meshes from Blender to Irrlicht...
Replies: 5
Views: 602

I think the only thing that baking the action to the IPO curve does is alows one to play the animation in blender. I'm not positive tho, blender always confuses me.
by Electron
Sun Jan 01, 2006 1:29 pm
Forum: Advanced Help
Topic: how to integrate A* pathfinding algorithm with Irrlicht?
Replies: 5
Views: 780

http://irrwizard.sourceforge.net/tut09.html
It's specific to his framework of course, but it's still valid
by Electron
Fri Dec 30, 2005 12:45 pm
Forum: Advanced Help
Topic: Changing Gamestates
Replies: 6
Views: 588

They don't require extra classes to use, and you can change the function pointer to point to different functions in the same object, while for a similar system with virtual functions you must create several different classes overriding the virtual function differently and create an object of each. C...
by Electron
Fri Dec 30, 2005 12:42 pm
Forum: Advanced Help
Topic: String conversion and AnimationEndCallBack
Replies: 11
Views: 945

Code: Select all

char name[256];
// fill name array with data
// ...
const wchar_t *string = irr::core::stringw(name).c_str(); 
The problem with this code is that you are storing a pointer to memory allocated for a temporary object. Try this instead

Code: Select all

stringw tmpName=name;
const wchar_t* wname=tmpName.c_str();