Search found 178 matches

by Katsankat
Tue Jul 28, 2009 5:16 am
Forum: Project Announcements
Topic: Island Summer Project
Replies: 26
Views: 9024

Island Summer Project

Hi! While discussing with SteelStyle on IRC, dunno how we came to the conclusion to unite our skills to make a demo looking like this or like this ! Who knows how long it will take. Might be long for a single person. Not to mention we all have our own side projects. One sure thing this project will ...
by Katsankat
Sun Jul 26, 2009 2:04 pm
Forum: Advanced Help
Topic: hardcoded meshes
Replies: 5
Views: 757

ASCII is inside the exe, thus loaded by the exe loader of the OS and duplicated in memory! However for my last demo I grouped several files as a single zip; for security reasons not performances or memory. From the performances point of view it avoids to read on hard disk, expensive system calls (re...
by Katsankat
Wed Jul 22, 2009 3:16 am
Forum: Game Programming
Topic: Unit - metre ratio?
Replies: 13
Views: 4362

;) le mec ferait 1m83
by Katsankat
Tue Jul 21, 2009 4:21 pm
Forum: Game Programming
Topic: Unit - metre ratio?
Replies: 13
Views: 4362

Mel wrote:Want an example? Quake III defines 1 unit = 1 feet. Characters are 8 units tall, perhaps. But in these times, anything can be used.
For future readers, it is 1 unit = 1 inch, legacy from Doom. Player height is about 72 units in level editors as well as modelling programs.
by Katsankat
Mon Jul 20, 2009 11:21 pm
Forum: Beginners Help
Topic: shadow stencilbuffer problem
Replies: 5
Views: 436

IMHO its a bug. I had exactly the same symptoms yesterday, solved by using a special simple mesh for shadows.
Bonus : FPS gain 8)
by Katsankat
Sun Jul 19, 2009 4:20 am
Forum: Beginners Help
Topic: Problem with setVisible *ILightSceneNode*
Replies: 8
Views: 413

:roll: Replace your bad indented junk with

Code: Select all

on_light = !on_light;
http://www.cplusplus.com/doc/tutorial/control/
by Katsankat
Thu Jul 16, 2009 1:59 pm
Forum: Project Announcements
Topic: the Platoon : sketches
Replies: 15
Views: 6087

Christian, is it possible to get back position and radius of the lights from the 3DS or B3D to call a smgr->addLightSceneNode() ? Because in the old one everything is dynamically lighted. Ceiling can be removed, to use a skydome? Just asking because I dont have Gile installed. For a LOD demo what do...
by Katsankat
Thu Jul 16, 2009 1:51 pm
Forum: Open Discussion and Dev Announcements
Topic: Pimp irrlicht website
Replies: 114
Views: 25084

I can change image for PHPBB2/3 if you need time
by Katsankat
Wed Jul 15, 2009 9:01 am
Forum: Beginners Help
Topic: file format for animation
Replies: 10
Views: 659

"Are animations in .X and .B3D files defined specifically in the mesh files, or is it the programmer's job to hard-code animations based on moving a few bones?" with irr you can do both. 1) Create animations in a modeling program, and play just one of them by indicating the start/end frame...
by Katsankat
Mon Jul 13, 2009 11:11 pm
Forum: Project Announcements
Topic: the Platoon : sketches
Replies: 15
Views: 6087

it is a zip embedded inside the exe, rename the file called temp.

How many FPS do you get?
by Katsankat
Mon Jul 13, 2009 2:32 pm
Forum: Project Announcements
Topic: the Platoon : sketches
Replies: 15
Views: 6087

Sure, could you try these models to see how you can improve? http://irrlichtirc.g0dsoft.com/kat104/FPW.zip 2.8Mb 20 of them affected by static LOD and minimal AI.
by Katsankat
Fri Jul 10, 2009 8:10 am
Forum: Advanced Help
Topic: Collision between nodes (using triangles ?)
Replies: 12
Views: 1655

The code is ok... So what's wrong? Rogerborg went away with his crystal ball... You dont necessarly need another lib for simple collisions.
by Katsankat
Wed Jul 08, 2009 3:39 am
Forum: Advanced Help
Topic: How hard to make the engine right-handed?
Replies: 6
Views: 831

In bsp files, data is stored as RH (after a loong compile), so either irrlicht has to change, or your application must adapt. You can make the application Right-Handed. When loading a model, parent it to an empty scene node and keep a pointer to its mesh. Later, transform this node, and flip all fac...
by Katsankat
Sun Jul 05, 2009 10:55 am
Forum: Beginners Help
Topic: Updating node's transformed box
Replies: 1
Views: 325

Same problem here ... /*EDIT*/ but well it worked after transforming the bounding box with the node absolute tranformation.
by Katsankat
Fri Jul 03, 2009 7:43 pm
Forum: Open Discussion and Dev Announcements
Topic: Code organization
Replies: 8
Views: 1737

Some open-sourcinspiration : pass the device pointer to different functions. Each function has its own run loop (use break; to get out) and returns a value eg. return 0 means "close program", 1->"load map" 2->"display menu" etc... This method avoids checks in the render...