Search found 1044 matches

by REDDemon
Wed Mar 01, 2017 1:18 pm
Forum: Project Announcements
Topic: Irrlicht i18n (Unicode, FreeType, etc.)
Replies: 176
Views: 110316

Re: Irrlicht i18n (Unicode, FreeType, etc.)

This is very usefull, I recently finished working on an Arabic teaching game and I understand how valuable is having working unicode and UTF-X for irrlicht.
by REDDemon
Fri Feb 10, 2017 8:24 am
Forum: Beginners Help
Topic: Client/Server MMO
Replies: 12
Views: 1641

Re: Client/Server MMO

Absolutely don't use SQL for that. SQL is pretty scalable, that means that you can "link" togheter several databases in several different machines so they can work togheter to up a million users (or two, but a million users is pretty heavy even for Postgres or MySQL). The problem is that w...
by REDDemon
Fri Feb 03, 2017 11:12 am
Forum: Everything 2d/3d Graphics
Topic: Cost of a 3D animated toon model
Replies: 4
Views: 3791

Re: Cost of a 3D animated toon model

Update. Yeah I expected that expensive, I was searching for "unique" models, not models reselled to all people. I asked on some graphics-forums. Seems a good model could cost 300-500€ (maybe less if it is not too complex, most time would be texturing and rigging, modelling part is usually ...
by REDDemon
Wed Feb 01, 2017 2:59 pm
Forum: Off-topic
Topic: sorry for asking
Replies: 7
Views: 5558

Re: how to answer"What is the name of Google's web browser?

after N failed attemps probably you were blackilisted, try to clean cookies for that site, or even a new email.
by REDDemon
Wed Feb 01, 2017 2:31 pm
Forum: Everything 2d/3d Graphics
Topic: Cost of a 3D animated toon model
Replies: 4
Views: 3791

Cost of a 3D animated toon model

Ehi, anyone aware of how expensive is requesting the creation of a 3D animated toon character for mobile with something like 10 animations? Assume a lowpoly toon-squirrel model, how much would that cost to me? :) It just need diffuse map (hand Painted, I love that look). No other textures. A example...
by REDDemon
Wed Feb 01, 2017 1:51 am
Forum: Beginners Help
Topic: Client/Server MMO
Replies: 12
Views: 1641

Re: Client/Server MMO

Unless you require extreme short delay, TCP is fine for everythign (but maybe a first person shooter or a fighting game). TCP has a lot of options to be setted and usually grants a higher throughput and data delivery which UDP (which however have shorter delay) doesnt'. When you handle more than a h...
by REDDemon
Thu Jan 26, 2017 5:43 pm
Forum: Beginners Help
Topic: User Data in Node
Replies: 3
Views: 493

Re: User Data in Node

You can do that in many ways. Even if there was a "userdata" method, you should avoid using it like garlic (what if later you need further data but the node stores only 1 data)? In example you could create a class that has your scenenode stored as a pointer and inherit from ISceneNode, the...
by REDDemon
Fri Jan 20, 2017 2:00 pm
Forum: Open Discussion and Dev Announcements
Topic: How to tell if a mesh was animated this frame
Replies: 10
Views: 2663

Re: How to tell if a mesh was animated this frame

@lumirion I'm not sure I understand your problem. You want to skip animations when not necessary? Animated nodes that have "OnAnimate" could as well have a animator that makes them moving through the scene, if you skip animating them for reasons like "out of frustum" you could en...
by REDDemon
Thu Jan 19, 2017 12:48 pm
Forum: Everything 2d/3d Graphics
Topic: Proposal for PseudoSH, what's your light system?
Replies: 11
Views: 4483

Re: Proposal for PseudoSH, what's your light system?

Seems it start getting complex even trying to keep it simple :D. The dummy approach is too expensive, even assuming only part of objects are moving. (so that we can cache most results).     Foreach object in IlluminatedObjects {     pseudoSH = object.pseudoSH;     Foreach light in lights.Nearby( obj...
by REDDemon
Thu Jan 19, 2017 12:12 pm
Forum: Open Discussion and Dev Announcements
Topic: How to tell if a mesh was animated this frame
Replies: 10
Views: 2663

Re: How to tell if a mesh was animated this frame

If we are sure OnAnimation is called always, then a flag will suffice. I would not use AnimationSpeed for that because of consistency with animation code in all other animation libraries/frameworks (that provide time scale indipendent of pause status, I think the reason is that if we pause by settin...
by REDDemon
Wed Jan 18, 2017 12:24 pm
Forum: Open Discussion and Dev Announcements
Topic: How to tell if a mesh was animated this frame
Replies: 10
Views: 2663

Re: How to tell if a mesh was animated this frame

Well few utility methods can be added (to provide once and forever a implementation that users can implement in a buggy way), they can just re-use the implementation (and don't even need to be virtual !).   node->getAnimationProgress();   VS   // Internal implementation would look like that (using &...
by REDDemon
Wed Jan 18, 2017 9:18 am
Forum: Everything 2d/3d Graphics
Topic: Proposal for PseudoSH, what's your light system?
Replies: 11
Views: 4483

Re: Proposal for PseudoSH, what's your light system?

good point. Assume probes are fixed and light moves and change color/luminosity, I need to change contribution anyway even in this case.
by REDDemon
Wed Jan 18, 2017 9:12 am
Forum: Open Discussion and Dev Announcements
Topic: How to tell if a mesh was animated this frame
Replies: 10
Views: 2663

Re: How to tell if a mesh was animated this frame

Irrclicht has no api for that. Probably it is worth adding the following methods to IAnimatedMeshSceneNode     /// All these methods refer to an animation between 2 frames, in case of looping those methods refer to one looping interval /// (meaning getAnimationProgress periodically goes from 0 to 1 ...
by REDDemon
Tue Jan 17, 2017 6:48 pm
Forum: Everything 2d/3d Graphics
Topic: Proposal for PseudoSH, what's your light system?
Replies: 11
Views: 4483

Re: Proposal for PseudoSH, what's your light system?

Yes but I don't want only point lights :D. http://i.imgur.com/HNV65mi.png Using 4 lights I just need to compute "quantity of light" emitted by a square on nearby "probes". You have to do just a bunch operations to do that computation (not reflecting all light rays. A Surface just...