Search found 2162 matches
- Wed Dec 07, 2016 7:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: New method proposal: ISceneNode::getScreenSpace()
- Replies: 21
- Views: 4246
Re: New method proposal: ISceneNode::getScreenSpace()
It seems like epic is still continue to use this method in UE4, as described in this page (the last sentence) http://docs.speedtree.com/doku.php?id=working_with_models_in_ue4 Also, I managed to found the screenshot which shows the "screen size" settings in UE4 to confirm this: http://i.img...
- Wed Dec 07, 2016 8:45 am
- Forum: Beginners Help
- Topic: Question about camera trigger motion
- Replies: 4
- Views: 539
Re: Question about camera trigger motion
For collision part you can check whether the AABB (axis-aligned bounding boxes) are intersecting each other. depending on which trigger's AABB is intersected, then you activate it.
- Wed Dec 07, 2016 8:41 am
- Forum: Advanced Help
- Topic: Compile Irrlicht Source Code with wxDEVCpp
- Replies: 3
- Views: 1064
Re: Compile Irrlicht Source Code with wxDEVCpp
Hello! Good job there.
- Wed Dec 07, 2016 8:31 am
- Forum: Open Discussion and Dev Announcements
- Topic: New method proposal: ISceneNode::getScreenSpace()
- Replies: 21
- Views: 4246
Re: New method proposal: ISceneNode::getScreenSpace()
Just to point out that Unreal Engine actually uses this method for LOD (instead of camera-to-mesh distance). I know this coz' I was teaching UDK in university few years back.
- Wed Dec 07, 2016 8:27 am
- Forum: Everything 2d/3d Graphics
- Topic: Creating own simple 3D engine
- Replies: 7
- Views: 3813
Re: Creating own simple 3D engine
I would suggest you to try several game engines first (unity, ue4, gamemaker, etc.), it will help you to understand how a game engine works before trying to make your own (most of the time you will be reinventing the wheels anyway). I personally used quite a number of game engine before, I just lear...
- Tue Dec 06, 2016 7:40 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358643
Re: Post Your Irrlicht Screenshots / Render Here.
Vectrotek That's a really smooth SSAO :O
- Tue Dec 06, 2016 7:36 am
- Forum: Everything 2d/3d Graphics
- Topic: Creating own simple 3D engine
- Replies: 7
- Views: 3813
Re: Creating own simple 3D engine
I've been learning 'raw' OpenGL 3 (core profile) lately and the math is driving me nuts xD
- Tue Dec 06, 2016 7:35 am
- Forum: Competition Time!
- Topic: Screenshot of the Month, December 2016 [Winner Announced!]
- Replies: 14
- Views: 5685
Re: Screenshot of the Month, December 2016 [Submissions Open
Wow really good visual quality there
- Sat Nov 26, 2016 9:03 am
- Forum: Competition Time!
- Topic: Screenshot of the Month, October 2016 [Winner Announced!]
- Replies: 17
- Views: 6996
- Sun Nov 20, 2016 7:26 am
- Forum: Advanced Help
- Topic: Advanced Effects
- Replies: 253
- Views: 712026
Re: Advanced Effects
Looks good. Should post it in screenshot competition thread haha
- Wed Nov 09, 2016 11:38 am
- Forum: Advanced Help
- Topic: Walking around a sphere
- Replies: 2
- Views: 835
Re: Walking around a sphere
Use quaternion instead of vector3d to avoid gimbal lock issue
- Fri Oct 28, 2016 9:22 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month, October 2016 [Winner Announced!]
- Replies: 17
- Views: 6996
Re: Screenshot of the Month, October 2016 [Submissions Open]
Found this screenshot in my backup drive. A level editor I did back in 2010 using vanila Irrlicht and Qt4. Not sure if old screenshot is allowed.
- Sun Sep 04, 2016 6:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69408
Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, ver
Really good work!
- Fri Feb 26, 2016 10:39 am
- Forum: Everything 2d/3d Graphics
- Topic: The Vulkan API
- Replies: 71
- Views: 30592
Re: The Vulkan API
I get my ration of guru wisdom from time to time... Perhaps it could be a good time to start thinking about IRR 2.0... :roll: OGRE is preparing their ground for D3D12 and VULKAN on a similar basis AFAIK OGRE 2.1 beta already supports PBR materials, and some other new features. They rewrote part of ...
- Thu Feb 25, 2016 12:19 pm
- Forum: Off-topic
- Topic: Ogre3D's new website...
- Replies: 1
- Views: 1864
Ogre3D's new website...
http://www.ogre3d.org Looks pretty good, though.