But my "SPEED" is the deltaTime (maybe not obviously named i know, but its a shortcut to "www.master.deltaTime"), thus the time in ms since last frame. Isn't that a real clock?
I think irrlicht must use the system clock right?
Search found 380 matches
- Wed Nov 04, 2015 7:54 am
- Forum: Beginners Help
- Topic: camera is jumpy, why?
- Replies: 17
- Views: 2964
- Tue Nov 03, 2015 12:54 pm
- Forum: Beginners Help
- Topic: camera is jumpy, why?
- Replies: 17
- Views: 2964
Re: camera is jumpy, why?
Hmm im not understanding why i need "matrix or quaternion calculation" for it to be smooth... What is the actual problem with how i do it now? Is it not related to changing fps, then what?
Also, do i not already have linear acceleration?
Cam pos is moved towards the intended goal - with speed based ...
Also, do i not already have linear acceleration?
Cam pos is moved towards the intended goal - with speed based ...
- Sat Oct 24, 2015 7:26 am
- Forum: Beginners Help
- Topic: camera is jumpy, why?
- Replies: 17
- Views: 2964
Re: camera is jumpy, why?
But math aside, where do you think the problem lies? Im confused, since even if I simply set the desired cam-pos and cam-target each frame it gets jumpy.
Is it the change in framerate? Or framerate resolution maybe which is based on whole milliseconds since last frame? At 200-300 fps i get ...
Is it the change in framerate? Or framerate resolution maybe which is based on whole milliseconds since last frame? At 200-300 fps i get ...
- Fri Oct 23, 2015 1:26 pm
- Forum: Beginners Help
- Topic: camera is jumpy, why?
- Replies: 17
- Views: 2964
Re: camera is jumpy, why?
Oh my...
Thats a lot of code and math for the cam:) Ok ill see what I can understand.
Thanks!
Erik
Thats a lot of code and math for the cam:) Ok ill see what I can understand.
Thanks!
Erik
- Thu Oct 22, 2015 6:31 pm
- Forum: Beginners Help
- Topic: camera is jumpy, why?
- Replies: 17
- Views: 2964
camera is jumpy, why?
Hi
I've made a chasecam that im fairly satisfied with (it smoothly "drags" behind my aircraft, speeding up to it when i accelerate and likewise when i turn och slow down). Problem is that its jumpy sometimes, and i dont know what's wrong... Any idea what could make it so?
Its jumpy even at ...
I've made a chasecam that im fairly satisfied with (it smoothly "drags" behind my aircraft, speeding up to it when i accelerate and likewise when i turn och slow down). Problem is that its jumpy sometimes, and i dont know what's wrong... Any idea what could make it so?
Its jumpy even at ...
- Tue Oct 20, 2015 6:06 am
- Forum: Beginners Help
- Topic: Draw shadow on terrain
- Replies: 9
- Views: 1652
Re: Draw shadow on terrain
Well its an aircraft game yes, but its not a topdown 2D view so i cannot draw spheres and expect them to look like circles all the time. There is a chase-camera (third-person cam) like freelancer or darkstar one or similar games.
But i learned how TRANSPARENT_ALPHA_CHANNEL worked:)
So back to real ...
But i learned how TRANSPARENT_ALPHA_CHANNEL worked:)
So back to real ...
- Mon Oct 19, 2015 5:50 pm
- Forum: Beginners Help
- Topic: Draw shadow on terrain
- Replies: 9
- Views: 1652
Re: Draw shadow on terrain
Yes this makes it transparent (if i reduce opacity in photoshop) but concerning my other question: it is still "a hill" sticking up from the terrain (half the sphere). How do i use this as a shadow? Only useful when looking at it from an exact topdown angle... Did i misunderstand something?
- Sun Oct 18, 2015 12:20 pm
- Forum: Beginners Help
- Topic: Draw shadow on terrain
- Replies: 9
- Views: 1652
Re: Draw shadow on terrain
Like so? This does not work, its just a solid black. But what do you mean with "use alpha with the vertex colours"? The image file does have an alpha channel.
scene::ISceneNode * sphere = gfx.smgr->addSphereSceneNode(50,20,0,-1,vect3d(1000,200,1000));
sphere->setMaterialTexture(0, gfx.driver ...
scene::ISceneNode * sphere = gfx.smgr->addSphereSceneNode(50,20,0,-1,vect3d(1000,200,1000));
sphere->setMaterialTexture(0, gfx.driver ...
- Sun Oct 18, 2015 9:37 am
- Forum: Beginners Help
- Topic: Draw shadow on terrain
- Replies: 9
- Views: 1652
Re: Draw shadow on terrain
I will make my own shadows since i need to control position and size myself.
I started experimenting but im a little lost. Is this a good start? It is transparent but brightens everything (obviously) Do i need to create a material or can i just set it to "black"? Preferably it should not be totally ...
I started experimenting but im a little lost. Is this a good start? It is transparent but brightens everything (obviously) Do i need to create a material or can i just set it to "black"? Preferably it should not be totally ...
- Thu Oct 15, 2015 11:53 am
- Forum: Beginners Help
- Topic: Draw shadow on terrain
- Replies: 9
- Views: 1652
Draw shadow on terrain
Hi
Im doing an aircraft game and what some simple shadow on the terrain (to easier see distance when flying close to the ground). I know there are built in shadows, but i use a custom shader for the terrain which i havent done myself so built-in shadows doesnt work right?
Im fine with a dark filled ...
Im doing an aircraft game and what some simple shadow on the terrain (to easier see distance when flying close to the ground). I know there are built in shadows, but i use a custom shader for the terrain which i havent done myself so built-in shadows doesnt work right?
Im fine with a dark filled ...
- Thu Oct 15, 2015 11:48 am
- Forum: Open Discussion and Dev Announcements
- Topic: MotionTrailSceneNode
- Replies: 25
- Views: 11320
Re: MotionTrailSceneNode
If i recompile i need to add that code to some existing irrlicht files and then recompile, right?
In which files should i put it?
Thanks!
In which files should i put it?
Thanks!
- Thu Oct 15, 2015 9:50 am
- Forum: Beginners Help
- Topic: Particle system - framerate dependant?
- Replies: 28
- Views: 4212
Re: Particle system - framerate dependant?
Really? Care to help me out? I tried getting into shaders but failed miserably...
Im already using a hlsl-shader for texture splatting, but i didnt do it myself, but they wouldnt interfere with each other i guess...
couse right now i can have add/replace color OR alpha but not both with the built ...
Im already using a hlsl-shader for texture splatting, but i didnt do it myself, but they wouldnt interfere with each other i guess...
couse right now i can have add/replace color OR alpha but not both with the built ...
- Thu Oct 15, 2015 8:21 am
- Forum: Beginners Help
- Topic: Particle system - framerate dependant?
- Replies: 28
- Views: 4212
Re: Particle system - framerate dependant?
another option might be to include spark engine or something similar if thats a quicker and possibly more robust solution. I dont know how hard that would be to integrate but it seems to have some nice stuff like multiplied colors combined with alpha channel and more modifiers.
- Wed Oct 14, 2015 6:04 pm
- Forum: Open Discussion and Dev Announcements
- Topic: MotionTrailSceneNode
- Replies: 25
- Views: 11320
Re: MotionTrailSceneNode
How do i use this? I throw the code into the top of one of the tutorials and get this:
Note: im a noob.
1>c:\dropbox\project\code\irrlicht-1.8\examples\04.movement\main.cpp(216) : error C2143: syntax error : missing ';' before '*'
1>c:\dropbox\project\code\irrlicht-1.8\examples\04.movement\main ...
Note: im a noob.
1>c:\dropbox\project\code\irrlicht-1.8\examples\04.movement\main.cpp(216) : error C2143: syntax error : missing ';' before '*'
1>c:\dropbox\project\code\irrlicht-1.8\examples\04.movement\main ...
- Wed Oct 14, 2015 5:57 pm
- Forum: Beginners Help
- Topic: Particle system - framerate dependant?
- Replies: 28
- Views: 4212
Re: Particle system - framerate dependant?
I get some errors (see below, probably older version of irrlicht? Im running 1.8)
Anyway i think my problem is about fast movement and the inability to create particles more often than 1 times per main loop update. I reduce the uglyness in lower fps by setting the particles to travel with a factor ...
Anyway i think my problem is about fast movement and the inability to create particles more often than 1 times per main loop update. I reduce the uglyness in lower fps by setting the particles to travel with a factor ...