Search found 289 matches

by Ico
Wed Jan 09, 2008 6:42 pm
Forum: Beginners Help
Topic: Seamless Space/ground
Replies: 12
Views: 645

Imo it's not as special as it might look. If you think about it, it's very similar to standard LOD behaviour on terrain scene nodes (to name an example). The only real difference is the basic shape: A sphere instead of a plane. It might need some more optimizations etc. but the basics should work th...
by Ico
Wed Jan 09, 2008 6:40 pm
Forum: Beginners Help
Topic: Complie IRRLICHT like ATL COM DLL
Replies: 1
Views: 78

I THIS understand NOT somehow ARGH. :(

If you're not that great at English, try to post in your mother tongue (or any another language you're more familiar with) - just write it below your English lines separating it with something like "-----".
by Ico
Wed Jan 09, 2008 6:31 pm
Forum: Beginners Help
Topic: Newton Physics
Replies: 12
Views: 543

Just use the more simple precision (should be those without any special naming). It's faster that way and imo you don't need that accurate physics. It's more interesting for people trying to get very accurate simulations (outside of games).
by Ico
Wed Jan 09, 2008 6:30 pm
Forum: Beginners Help
Topic: [Solved] How to know where to let a bullet go ?
Replies: 7
Views: 446

Try arras' idea - it's not that hard to do at all.
by Ico
Wed Jan 09, 2008 12:28 am
Forum: Beginners Help
Topic: Array of texture Arrays
Replies: 4
Views: 360

There is already a sprite billboard scene node somewhere that allows such animations. Alternative: Name your textures something like "tex0.jpg" through "tex9.jpg" and load all using GetTexture() within a short loop. To access those textures later on, just use GetTexture() again (...
by Ico
Wed Jan 09, 2008 12:23 am
Forum: Advanced Help
Topic: About multiple Animation
Replies: 9
Views: 555

Think it's about adding 2 or more animators to one node.
by Ico
Tue Jan 08, 2008 10:41 pm
Forum: Beginners Help
Topic: Seamless Space/ground
Replies: 12
Views: 645

4 videos, 2 showing landing/takeoff (seamless from surface to space and back again):
http://www.infinity-universe.com/Infini ... deos_1.php

Might sound a little bit weird but Google Earth offers it more or less too. ;)
by Ico
Tue Jan 08, 2008 10:35 pm
Forum: Beginners Help
Topic: current frame and previous frame
Replies: 10
Views: 521

How about creating a ring buffer holding a specific number of (rt)textures? You could then pass them starting at the offset of the last set frame to your pixel shader(s) or wherever.

This way you'll only have one scene.DrawAll() per main loop depending on what you're going to do.
by Ico
Mon Jan 07, 2008 11:46 pm
Forum: Beginners Help
Topic: current frame and previous frame
Replies: 10
Views: 521

Because I'm trying to compare the distance shifted of the scene for my velocity based motion blur shader, and pretty confused by everything. I'd try to get that data from your camera's position, rotation, etc. It should be faster than trying to get any velocity vectors out of the viewports rendered...
by Ico
Mon Jan 07, 2008 11:23 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 98956

I'd try to somehow invert A* (or whatever is used). So instead of walking the path with the highest score I'd pick the one with the lowest score (blocked LOS to the player lowers score in addition).
by Ico
Mon Jan 07, 2008 11:16 pm
Forum: Open Discussion and Dev Announcements
Topic: IFileSystem improvement
Replies: 19
Views: 2225

Volumes would be ok for me.

But replace the bIsReadOnly flag on directories and use some kind of bitmask instead (readonly, writeonly, mixed) as there could be paths that are write only. Imageine some kind of smtp handler allowing you to submit bug reports. (path similar to mailto:)
by Ico
Mon Jan 07, 2008 11:01 pm
Forum: Game Programming
Topic: About Massively Multiplayer Online Game Structure
Replies: 15
Views: 2800

It's a little bit off topic but I'd use two threads for the server so one thread handles network traffic, the other one world updates. With your current design a flood of network packets would block your whole game world from updating. ----- If you don't know on how/where to start or are unsure, try...
by Ico
Sun Jan 06, 2008 11:05 pm
Forum: Beginners Help
Topic: linker errors recompiling the engine
Replies: 8
Views: 563

Project settings (of release configuration)? There should be an entry for preprocessor settings under "configuration properties" -> "C/C++".
by Ico
Sun Jan 06, 2008 8:09 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 98956

You could also add invisible (or later ignored) meshes to block the chasm.
by Ico
Sun Jan 06, 2008 8:00 pm
Forum: Bug reports
Topic: [fixed]Crash when loading .x
Replies: 14
Views: 1190

Didnt know osprey is a helicopter? ;) Never played Half Life? :D