Sorry, your post was small and right before a huge picture, I didn't take notice of it. I hope you didn't have too much trouble trying to think out that lacking response. If I copy-pasted what you said, I would've seen what you said and it would've been pointless to repeat it. I simply missed your answer and wanted to help.ent1ty wrote:I hope you didn't have much trouble copy-pasting what i wrote.
Post Your Irrlicht Screenshots / Render Here.
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And I simply wanted to have some fun using my sarcasm skill in hope that you will not make a big deal out of it, but I see you're not the best person around when it comes to that matter. I therefore apologize for any inconvenience i may have caused to you and I will be adding you to my don't-try-to-smart-comment list soon in order to prevent such a disasterous situation in the future.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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I think that depends on the person who reads it, if you use sarcasm a lot in real life you're likely to expect it also on the internet.Lonesome Ducky wrote:sarcasm doesn't translate well through the internet
serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
I'm afraid notserengeor wrote:another sarcasm? Google knows everythingent1ty wrote:serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Oh well, lets not occupy this threadent1ty wrote:I'm afraid notserengeor wrote:another sarcasm? Google knows everythingent1ty wrote:serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
Working on game: Marrbles (Currently stopped).
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not boasting about the graphics.. but here is a screen shot of my work in progress level editor.
create static and dynamic platforms. i am currently finishing up the animation editing system.
the animation system itself is pretty much done, i just need to add proper gui to be able to add it in real time to platforms.
that white box is the character, rather, a debug graphics object to show where the players is.
the black line is actually outlining the path of the animation of that big flat platform.
EDIT: heres another
create static and dynamic platforms. i am currently finishing up the animation editing system.
the animation system itself is pretty much done, i just need to add proper gui to be able to add it in real time to platforms.
that white box is the character, rather, a debug graphics object to show where the players is.
the black line is actually outlining the path of the animation of that big flat platform.
EDIT: heres another
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
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cool
the only reason is why i have not added option for rotation ( as can be seen in gui ) is i am struggling to come to a decision to which methods i should use for rotations...
obviously i am going to need eulers for the user interface... but then...
do i convert to quaternions then to rotation 3x3 in btTransform? or straight to the matrix? and i dont really know if quaternions are more stable for the types of interpolations i need for rotations... maybe matrices?
oh well ... all in good time.. that will be figure out.
the only reason is why i have not added option for rotation ( as can be seen in gui ) is i am struggling to come to a decision to which methods i should use for rotations...
obviously i am going to need eulers for the user interface... but then...
do i convert to quaternions then to rotation 3x3 in btTransform? or straight to the matrix? and i dont really know if quaternions are more stable for the types of interpolations i need for rotations... maybe matrices?
oh well ... all in good time.. that will be figure out.
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
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I believe irrlicht should just drop the eulers and go for quaternions or matrices, they might look more intimidating but are just much more efficient to useChaiRuiPeng wrote:cool
the only reason is why i have not added option for rotation ( as can be seen in gui ) is i am struggling to come to a decision to which methods i should use for rotations...
obviously i am going to need eulers for the user interface... but then...
do i convert to quaternions then to rotation 3x3 in btTransform? or straight to the matrix? and i dont really know if quaternions are more stable for the types of interpolations i need for rotations... maybe matrices?
oh well ... all in good time.. that will be figure out.
Eulers are easier to visualise for simple one or two axis rotations so removing them altogether might slow down productivity at the expense of efficiency.
Both quaternions and matrices are stable and accurate to interpolate rotations, irrlicht has a slerp function for quat rotations specifically for this purpose
Both quaternions and matrices are stable and accurate to interpolate rotations, irrlicht has a slerp function for quat rotations specifically for this purpose
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just added a few more features
you cant really see it because i disabled lighting, but there is a rigidbody cube there in corner right
gahh still have to add proper rotation editing.
however it is tons of fun creating these levels
and very easy, this one took me about 2 minutes
major to-do:
finalize and begin prototyping player mechanics (today)
add a few more animation control features (set current frame, synch with animation other)
add more platform primitive types (sphere, cylinder, cone)
also planned support to create from a list of 3d vertices (triangle mesh collision shape in bullet)
aanndd write a simple ambient light shader based off of spherical harmonics
add textures to platforms (very custom controlled, will have VERY nice results)
you cant really see it because i disabled lighting, but there is a rigidbody cube there in corner right
gahh still have to add proper rotation editing.
however it is tons of fun creating these levels
and very easy, this one took me about 2 minutes
major to-do:
finalize and begin prototyping player mechanics (today)
add a few more animation control features (set current frame, synch with animation other)
add more platform primitive types (sphere, cylinder, cone)
also planned support to create from a list of 3d vertices (triangle mesh collision shape in bullet)
aanndd write a simple ambient light shader based off of spherical harmonics
add textures to platforms (very custom controlled, will have VERY nice results)
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection