Search found 380 matches

by suliman
Wed Nov 04, 2015 7:54 am
Forum: Beginners Help
Topic: camera is jumpy, why?
Replies: 17
Views: 1910

Re: camera is jumpy, why?

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?
by suliman
Tue Nov 03, 2015 12:54 pm
Forum: Beginners Help
Topic: camera is jumpy, why?
Replies: 17
Views: 1910

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 sp...
by suliman
Sat Oct 24, 2015 7:26 am
Forum: Beginners Help
Topic: camera is jumpy, why?
Replies: 17
Views: 1910

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 smoothnes...
by suliman
Fri Oct 23, 2015 1:26 pm
Forum: Beginners Help
Topic: camera is jumpy, why?
Replies: 17
Views: 1910

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
by suliman
Thu Oct 22, 2015 6:31 pm
Forum: Beginners Help
Topic: camera is jumpy, why?
Replies: 17
Views: 1910

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...
by suliman
Tue Oct 20, 2015 6:06 am
Forum: Beginners Help
Topic: Draw shadow on terrain
Replies: 9
Views: 1163

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 s...
by suliman
Mon Oct 19, 2015 5:50 pm
Forum: Beginners Help
Topic: Draw shadow on terrain
Replies: 9
Views: 1163

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?
by suliman
Sun Oct 18, 2015 12:20 pm
Forum: Beginners Help
Topic: Draw shadow on terrain
Replies: 9
Views: 1163

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, ...
by suliman
Sun Oct 18, 2015 9:37 am
Forum: Beginners Help
Topic: Draw shadow on terrain
Replies: 9
Views: 1163

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 b...
by suliman
Thu Oct 15, 2015 11:53 am
Forum: Beginners Help
Topic: Draw shadow on terrain
Replies: 9
Views: 1163

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 ...
by suliman
Thu Oct 15, 2015 11:48 am
Forum: Open Discussion and Dev Announcements
Topic: MotionTrailSceneNode
Replies: 25
Views: 8917

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!
by suliman
Thu Oct 15, 2015 9:50 am
Forum: Beginners Help
Topic: Particle system - framerate dependant?
Replies: 28
Views: 2580

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-in...
by suliman
Thu Oct 15, 2015 8:21 am
Forum: Beginners Help
Topic: Particle system - framerate dependant?
Replies: 28
Views: 2580

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.
by suliman
Wed Oct 14, 2015 6:04 pm
Forum: Open Discussion and Dev Announcements
Topic: MotionTrailSceneNode
Replies: 25
Views: 8917

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.cpp(...
by suliman
Wed Oct 14, 2015 5:57 pm
Forum: Beginners Help
Topic: Particle system - framerate dependant?
Replies: 28
Views: 2580

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 o...