Ant conflict game
I get about 215 fps without shadows and about 80 fps with shadows. I give it about 30s until after you're buddy "gets it".zeno60 wrote:Finially! Great stuff!
DirectX (no shadows) - 60-70 FPS
DirectX (shadows) - 10-15 FPS
OpenGL (no shadowS) - 65-70 FPS
OpenGL (shadows) - 15-25 FPS
I seem to be pointing in a slightly different direction every time I fire it up: sometimes I looking at my buddy and sometimes I looking at his feet. Strange!
I also have trouble with stairs. Climbing them is either easy, difficult or impossible! Also, there's two guys on the ledge above to snipe you as you're trying to climb. I think the stairs are too "tall". If you're using a physics engine I believe you should only use forces - any kind of hacks won't work well with the physics computations. I guess when you make "real" maps you'd make the stairs less tall (or alter your collider).
Thanks for the comments,
RapchikProgrammer, ok, but look on the newton forums, they were talking about, I think one guy made a demo of it, maybe.
sio2,
But it will probably be easier and faster to just use ramps.
by the way, press:
'o' - no gravity
'p' - gravity
h, j, k, l - play around with the delta timing, affects the sound too, only meant for debugging right now but
RapchikProgrammer, ok, but look on the newton forums, they were talking about, I think one guy made a demo of it, maybe.
sio2,
Well I'll see it if is a value not being set to 0, but it could just be the position of your mouse when you start the game, easily fixed.I seem to be pointing in a slightly different direction every time I fire it up: sometimes I looking at my buddy and sometimes I looking at his feet. Strange!
Lol, if you get a run up to the stairs it's easy...I also have trouble with stairs. Climbing them is either easy, difficult or impossible!
I'm already using hacks to get the soldiers to move around, and it's not too bad.If you're using a physics engine I believe you should only use forces - any kind of hacks won't work well with the physics computations.
But it will probably be easier and faster to just use ramps.
by the way, press:
'o' - no gravity
'p' - gravity
h, j, k, l - play around with the delta timing, affects the sound too, only meant for debugging right now but
@LukePH - great stuff mate. It's really coming along, and a great effort for one person.
@BlindSide - hey, what's wrong with my soldier model damn it!? You laugh, kiwi. Why don't you show everyone your robot then?
Anyone that wants to laugh at my soldier model: http://img205.imageshack.us/img205/5403/finishedrw6.jpg
One guy actually said to me, "Is that first degree burns on his chest?". I will have you know that's real chest hair, cloned onto the texture
To anyone in #irrlicht, I have just been reformatting my computer, but I will be back soon.
@BlindSide - hey, what's wrong with my soldier model damn it!? You laugh, kiwi. Why don't you show everyone your robot then?
Anyone that wants to laugh at my soldier model: http://img205.imageshack.us/img205/5403/finishedrw6.jpg
One guy actually said to me, "Is that first degree burns on his chest?". I will have you know that's real chest hair, cloned onto the texture
To anyone in #irrlicht, I have just been reformatting my computer, but I will be back soon.
Intellectuals solve problems - geniuses prevent them. -- Einstein
#irrlicht on irc.freenode.net
#irrlicht on irc.freenode.net
There's a Newton/Irrlicht demo on my website that would get you started. Source code is included.roxaz wrote:aww man the psychics are great! can you give some tips how its working? im going to make something too, i planed to use newton psychics but the bad thing is that i dont have a clue how i should implement it in core as you said.