Search found 877 matches
- 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...
- Sat Jan 21, 2006 1:10 pm
- Forum: Project Announcements
- Topic: irrlicht stress
- Replies: 15
- Views: 4428
- 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...
- 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...
- 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 ...
- Tue Jan 17, 2006 8:52 pm
- Forum: Project Announcements
- Topic: Lovecraftian Rpg
- Replies: 17
- Views: 2690
- 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
- Thu Jan 12, 2006 9:25 pm
- Forum: Project Announcements
- Topic: Grass Node v0.3.x
- Replies: 109
- Views: 84043
- Mon Jan 09, 2006 8:59 pm
- Forum: Advanced Help
- Topic: Triangulation
- Replies: 2
- Views: 286
- Mon Jan 09, 2006 8:58 pm
- Forum: Advanced Help
- Topic: Eeeew, my grass looks like ****
- Replies: 28
- Views: 3213
- 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
- Tue Jan 03, 2006 12:09 pm
- Forum: Advanced Help
- Topic: More about .x animated meshes from Blender to Irrlicht...
- Replies: 5
- Views: 602
- 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
It's specific to his framework of course, but it's still valid
- 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...
- 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();
Code: Select all
stringw tmpName=name;
const wchar_t* wname=tmpName.c_str();