Search found 126 matches

by DarkDepths
Mon Sep 27, 2010 2:22 am
Forum: Beginners Help
Topic: Trying to create a fog of war effect
Replies: 0
Views: 663

Trying to create a fog of war effect

So, I searched the forums and I found that the suggestions where mostly to create and use a shader for this. I have absolutely 0 experience using shaders, so I was hoping to get a few answers, and maybe some suggestions. I want the game to run on as wide a range of computers as possible, and the fog...
by DarkDepths
Sun Sep 26, 2010 3:22 am
Forum: Beginners Help
Topic: Render only called when on screen
Replies: 4
Views: 273

I also thought they should be culled by Irrlicht automatically... are you sure they are actually be drawn? From what I know, Irrlicht culls be testing each Scene Node's position, so is it possible that what you are seeing is just Irrlicht checking whether they are in the frustum or not? Also, check ...
by DarkDepths
Sat Sep 25, 2010 11:53 pm
Forum: Beginners Help
Topic: Wrapping a Scene...
Replies: 2
Views: 205

I encountered this problem with my Nun Chuck game. The grid copy idea sounds great to me, I'm not sure why you're reluctant to use it. You only need one scene node. Just find where it's position would be on the first grid, and the second grid. If it's closer to the camera on its first position, set...
by DarkDepths
Sat Sep 25, 2010 10:24 pm
Forum: Beginners Help
Topic: Wrapping a Scene...
Replies: 2
Views: 205

Wrapping a Scene...

It's kind of hard to explain in the short title, so I'll describe it better here. Basically, I have a ton of tiles (50,000+) which I've combined using the lovely mesh combiner to create a giant rectangular grid. I've set up the camera so that it scrolls around, and stops at the borders of the grid. ...
by DarkDepths
Sat Sep 04, 2010 4:46 am
Forum: Beginners Help
Topic: Generating terrain with different textures
Replies: 20
Views: 2774

...irrlicht only supports 4 textures... Not if you recompile it. Then it can support up to 8, and recompiling is super easy. Just out of curiosity, if it is so easy to recompile with support for 8 textures (which I think involves changing only the value of a constant?), why do the official builds o...
by DarkDepths
Sat Sep 04, 2010 3:27 am
Forum: Game Programming
Topic: Mapping a 2D grid onto a sphere
Replies: 2
Views: 2711

Thanks for the reply, but your solution still requires me to subdivide the sphere many times. I think I've changed my mind on exactly what I want to do. First, rather than using a square grid, I'll use a hexagonal grid. Secondly, it won't span the entire globe, it will be just a wide band around the...
by DarkDepths
Thu Sep 02, 2010 9:46 pm
Forum: Game Programming
Topic: Mapping a 2D grid onto a sphere
Replies: 2
Views: 2711

Mapping a 2D grid onto a sphere

I have been asked to map a grid onto a sphere. The basic idea, as I understand it, is very similar to Civilization 4, if you have played it. If you haven't, the game basically works as a 2D RTS, but the 2D map is wrapped around a sphere that you can rotate and zoom in on and has 3D elements placed o...
by DarkDepths
Tue Aug 31, 2010 10:44 pm
Forum: Beginners Help
Topic: Alpha Map on ITerrainSceneNode
Replies: 0
Views: 413

Alpha Map on ITerrainSceneNode

Alright guys, I'm trying to add an alpha map to a terrain so that I can hide bits of it whilst I have a tiled grass texture applied. I don't have any idea how to do this though. First, my alpha map doesn't contain any alpha data, I just want to use a greyscale image (black being fully transparent). ...
by DarkDepths
Mon Aug 09, 2010 4:18 am
Forum: Beginners Help
Topic: Best Method for Dynamic Sky
Replies: 5
Views: 555

I can't answer how to make the sky change colours, it's something that I've been trying to figure out too. However, I think I have a reasonable suggestion for the clouds: Have a cloud layer, I guess it could be a plane or maybe a sphere, and apply a cloud texture to it with alpha. Then animate the t...
by DarkDepths
Fri Aug 06, 2010 9:03 am
Forum: Beginners Help
Topic: Easy method to attach additional attributes to scene nodes
Replies: 5
Views: 347

My method might not be the best, it might not even work for you, I don't know, I'm not exactly expert, but I hope it will be something to think about nonetheless. So, my idea is really simple. Simply create a class "Entity" and give it 3 abstract functions "onInit()," "onUpd...
by DarkDepths
Thu Aug 05, 2010 11:37 pm
Forum: Beginners Help
Topic: Deformed mesh. (D3D9, .x)
Replies: 40
Views: 2825

Renamed 'Sphere' to 'Whole model'. A little miscommunication between me and the graphic artist. He also made a character out of boxes and bones 5 minutes ago. Same problem as this character. So the problem must be something else. Even still, for that specific model, 4.5k poly's is quite high. To il...
by DarkDepths
Thu Aug 05, 2010 11:16 pm
Forum: Beginners Help
Topic: Deformed mesh. (D3D9, .x)
Replies: 40
Views: 2825

Doesn't look like more than 65536 vertices unless the sphere is way too detailed :) Sphere: 4.5k verticles 4.5k faces :shock: 4.5 k faces on a sphere... That is WAY too many for a sphere... Usually, when I make a sphere, I give it a maximum of 48 triangles. I think it would be in your best interest...
by DarkDepths
Thu Aug 05, 2010 10:24 pm
Forum: Beginners Help
Topic: Deformed mesh. (D3D9, .x)
Replies: 40
Views: 2825

I guess the first thing I would try is re-exporting the mesh, only this time without bones, and seeing if the problem is still there. I suspect it wouldn't be, but confirmation would be good.
by DarkDepths
Thu Aug 05, 2010 10:18 pm
Forum: Off-topic
Topic: Funny programming pictures, jokes & quotes
Replies: 436
Views: 167238

right? right? Please tell me I'm right!!! :P Actually, it depends :) Of course the derivative is: = 4 cos (7x - pi/2) * 7 = 28 cos (7x - pi/2) x = 0 : 28 cos(-pi/2) However, PI is usually measured in radian. So: cos(-pi/2) = 0 and therefore the result is 0 :) Doh! I was imaging a sin graph in my he...
by DarkDepths
Thu Aug 05, 2010 10:12 pm
Forum: Off-topic
Topic: Funny programming pictures, jokes & quotes
Replies: 436
Views: 167238

stefbuet wrote: You're wrong :twisted:
Image

Please sir, what is the answer then?