Character System Demo (feat. Miku Hatsune) MKII
Thanks for the feedback guys, much appreciated
I updated the demo and uploaded new binaries, see the first post.
Those funny glitches have been corrected now.
The framerates are not so important anymore.
The game I am developing with this engine runs at over double the FPS of this demo, even though it has two different models of approximately half the number of polys to this Miku model and double the number of bones
The goal this time was to make the demo more visually appealing, and generally more compatible
I updated the demo and uploaded new binaries, see the first post.
Those funny glitches have been corrected now.
The framerates are not so important anymore.
The game I am developing with this engine runs at over double the FPS of this demo, even though it has two different models of approximately half the number of polys to this Miku model and double the number of bones
The goal this time was to make the demo more visually appealing, and generally more compatible
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Cool demo, welldone.
I agree with stefbufet though, you should use at least verlet integration. Euler is fine for fixed acclerations over time, but this is quite a restrictive simulation.
Your are lucky that the amplitude of the SHM physics on the hair didnt explode over time
I agree with stefbufet though, you should use at least verlet integration. Euler is fine for fixed acclerations over time, but this is quite a restrictive simulation.
Your are lucky that the amplitude of the SHM physics on the hair didnt explode over time
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Luck has nothing to do with it, I know what I'm doingomaremad wrote: Your are lucky that the amplitude of the SHM physics on the hair didnt explode over time
I might update this demo soon anyhow. Under the hood its still extremely inefficient and I have made some crucial discoveries in the past couple of months about the practicality of my engine
irrlicht is best used as a pure low-level renderer.
relying on it completely for anything more advanced than simple games or demos results in restrictive framerates up to a certain threshold determined by how irrlicht handles nodes and other things internally.
Its still the fastest, most flexible, and most reliable FREE engine available
The physics were not entirely stable, particularly at lower FPS rates (usually with higher settings). Most of it was just messing with various constants until the simulation seemed fairly stable over a wide range of framerates.
The whole setup was very experimental to say the least and not very reliable.
I've learned much since then, although I haven't yet got round to updating this demo.
I will start with updating the Flag scene-node with the new discoveries, then get back to updating this afterwards
The whole setup was very experimental to say the least and not very reliable.
I've learned much since then, although I haven't yet got round to updating this demo.
I will start with updating the Flag scene-node with the new discoveries, then get back to updating this afterwards
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0_o
Jizz in my Pants
I got more than 145 Fps on my laptop with the already set settings.
Intel Dual Core 2.56Ghz
Ati Mobility Radeon HD 3650
Windows 7 Ultimate (With VLC, Firefox, Word in the background running)
(P.S I got scared because she is so lifeless but she stares into your soul)
Edit:Turned off Post Processing and got more than 300 fps
Jizz in my Pants
I got more than 145 Fps on my laptop with the already set settings.
Intel Dual Core 2.56Ghz
Ati Mobility Radeon HD 3650
Windows 7 Ultimate (With VLC, Firefox, Word in the background running)
(P.S I got scared because she is so lifeless but she stares into your soul)
Edit:Turned off Post Processing and got more than 300 fps
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