Search found 289 matches
- 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...
- Wed Jan 09, 2008 6:40 pm
- Forum: Beginners Help
- Topic: Complie IRRLICHT like ATL COM DLL
- Replies: 1
- Views: 78
- Wed Jan 09, 2008 6:31 pm
- Forum: Beginners Help
- Topic: Newton Physics
- Replies: 12
- Views: 543
- 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
- Wed Jan 09, 2008 12:28 am
- Forum: Beginners Help
- Topic: Array of texture Arrays
- Replies: 4
- Views: 360
- Wed Jan 09, 2008 12:23 am
- Forum: Advanced Help
- Topic: About multiple Animation
- Replies: 9
- Views: 555
- 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.
http://www.infinity-universe.com/Infini ... deos_1.php
Might sound a little bit weird but Google Earth offers it more or less too.
- Tue Jan 08, 2008 10:35 pm
- Forum: Beginners Help
- Topic: current frame and previous frame
- Replies: 10
- Views: 521
- 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...
- 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
- Mon Jan 07, 2008 11:16 pm
- Forum: Open Discussion and Dev Announcements
- Topic: IFileSystem improvement
- Replies: 19
- Views: 2225
- 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...
- Sun Jan 06, 2008 11:05 pm
- Forum: Beginners Help
- Topic: linker errors recompiling the engine
- Replies: 8
- Views: 563
- 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
- Sun Jan 06, 2008 8:00 pm
- Forum: Bug reports
- Topic: [fixed]Crash when loading .x
- Replies: 14
- Views: 1190