Search found 10 matches
- Fri Jun 09, 2006 8:18 pm
- Forum: Advanced Help
- Topic: Understanding (GL) rendering performance with terrains...
- Replies: 14
- Views: 1005
Electron: I was afraid I might offend with that; sorry. Extensibility - the more I learn about how MS and C++ work the more I think my annoyance with Irrlicht is just that the symbols aren't exported from the DLL by default. I have an old abhorrence of touching anything in library code, even as mino...
- Thu Jun 08, 2006 9:28 pm
- Forum: Advanced Help
- Topic: Understanding (GL) rendering performance with terrains...
- Replies: 14
- Views: 1005
Yep, mm765 had already pointed me at Lightfeather in a pm, but I wanted to finish at least one toy project with Irrlicht before looking at another engine, especially since Lightfeather seems to be Irrlicht-derived. At first glance, though, that'll be my problem with it, rather than a nice carryover ...
- Wed Jun 07, 2006 7:41 pm
- Forum: Advanced Help
- Topic: Understanding (GL) rendering performance with terrains...
- Replies: 14
- Views: 1005
Understanding (GL) rendering performance with terrains...
So I'm interested in rendering very large terrains, and was poking through CTerrainSceneNode.cpp to understand how it worked and figure out how well it matches up with the GeoMipmap paper. I noticed that during the pre-render phase it was regenerating its index list from scratch every frame. This se...
- Tue Jun 06, 2006 8:04 pm
- Forum: Beginners Help
- Topic: CTiledTerrainSceneNodeManager?
- Replies: 1
- Views: 308
CTiledTerrainSceneNodeManager?
So I was working with the terrain code to figure out how to load my 6+-megapixel terrains, and I see a reference in CTerrainSceneNode to CTiledTerrainSceneNodeManager, which is exactly what I want. But the named class is nowhere in the codebase, and forum search doesn't find me any posts about it. W...
- Sat Jun 03, 2006 1:25 pm
- Forum: Beginners Help
- Topic: Event system ideas
- Replies: 5
- Views: 378
Umm, one of the classic ways to do this would be closer to: * keep the list of events sorted for which comes soonest; this is O(nlogn) and probably performs much better than that, depending on the exact distribution of event times you've got. * you're probably not going to want to set an interrupt t...
- Sat Jun 03, 2006 1:29 am
- Forum: Beginners Help
- Topic: Another variant on the eternal newbie linker errors
- Replies: 5
- Views: 257
OK, so I can either compile my own new code into the library, change the library interface so the classes are exposed, or just inherit from the ICameraSceneNode interface and reimplement all the behavior myself? None of those is a very maintainable route to extension, since either will require expli...
- Fri Jun 02, 2006 11:11 pm
- Forum: Beginners Help
- Topic: Another variant on the eternal newbie linker errors
- Replies: 5
- Views: 257
- Fri Jun 02, 2006 8:51 pm
- Forum: Beginners Help
- Topic: Jump... Roll... Ladder
- Replies: 2
- Views: 442
Re: Jump... Roll... Ladder
three questions todo with a FPS camera and animator. How do I... Jump?: Probably been asked, but it needs collision detection ect I'd look at irr::scene::CSceneNodeAnimatorFollowSpline. You could either set up a spline for the path you want the camera to follow, or just use it as an example. Doing ...
- Fri Jun 02, 2006 7:56 pm
- Forum: Beginners Help
- Topic: Another variant on the eternal newbie linker errors
- Replies: 5
- Views: 257
Another variant on the eternal newbie linker errors
So, I set up a project from scratch, copied and pasted tutorial 12, and everything built & ran just fine. I decided I wanted to change the camera behavior. Rather than hacking Irrlicht internals, I created my own class (txCCameraFPSSceneNode) and added it to the project. After much cursing at th...
- Fri Jun 02, 2006 7:21 pm
- Forum: Off-topic
- Topic: Who is everybody?
- Replies: 358
- Views: 502680
Age: 33 Occpuation: Assistant Professor of Computer Science Location: North Carolina Languages: C/C++ long ago (pre-namespace, pre-template), Java, whatever else needs doing Why Irrlicht: I want to play around with a game engine over the summer, and one of my colleagues used Irrlicht to teach a gam...