.OBJ animation shadow volume

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Noiecity
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.OBJ animation shadow volume

Post by Noiecity »

I don't know much about C++, but I would like to be able to create a node for an IAnimatedMesh that contains different .obj files in a single animated node... I mean, is there any way to activate shadow volume if it's not animated?
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CuteAlien
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Re: .OBJ animation shadow volume

Post by CuteAlien »

Hm, not quite sure what you mean. But you can create a IShadowVolumeSceneNode which takes any closed mesh. With closed I mean - if you'd fill it up with water nothing would flow out.
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Noiecity
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Re: .OBJ animation shadow volume

Post by Noiecity »

CuteAlien wrote: Wed Oct 15, 2025 5:56 pm Hm, not quite sure what you mean. But you can create a IShadowVolumeSceneNode which takes any closed mesh. With closed I mean - if you'd fill it up with water nothing would flow out.
Let's say I simulate some physics in Blender and export different geometries in .obj, since Blender allows you to export an animation in .obj, such as for clothing or water physics. well, whatever the case, it would be good if Irrlicht could load multiple obj files as a single animated node, like an array, and if I have 8 animations, that is, 8 .obj files, from 0 to 7 would be the loop... Now, if I want to add shadow volume, I have to do it with each model and create it as if it were animated, which is correct since certain characteristics are lost when optimizing a static object (I don't know this for sure, I guess static objects are not allowed to add shadow volume so as not to have to calculate something over and over again, no idea).

Anyway, it would be the equivalent of having a node that can load multiple non-animated models, that is, static ones, and assign them a frame.

....

However, Irrlicht lacks a system for differentiating loops, something like “continue,” “reset,” and “stop.” Why? Simple: if you want to change animations, the animation you leave behind forgets the frame you left it at, restarting from 0. This could be solved if the system had to define stop, saving the frame it is on, and then changing animations. And if you want to restart the loop instead of continuing where you left off, you can use reset... ->reset(); ->stop(); continue();... That would make it much easier to program an animation without so much code.
...

I just lost my old computer, it died suddenly and I lost everything... I plan to redo some things... I was using burningvideo at a low resolution, then auto-scaling the render to the current window size... then I applied a fast Gaussian filter and a bloom filter, I also delayed 1 frame to produce more transition (the same effect you get when you move your hand quickly, for example), for example, I rendered frame 1, I didn't show it yet, I continued and rendered frame 2, I still didn't show it, at this point I made a quick transition between frame 1 and frame 2, generating 8 more frames... I got a beautiful result... lots of blur, bloom, lots of fps, everything looked good... and it wasn't even that difficult compared to what I'm asking you to do, of course
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CuteAlien
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Re: .OBJ animation shadow volume

Post by CuteAlien »

SAnimatedMesh can have one mesh per frame. So you can load your meshes normally and then put them in an SAnimatedMesh. Then create a node for that and use it in the shadow node. At least in theory. As so often when it comes to animation I haven't tried it yet myself.

You can also repeat a frame a few times by adding same mesh for several frames (won't copy the whole geometry, just uses the pointer).

And you can call setFrameLoop with start-end being the same frame to pause an animation I guess. Or setCurrentFrame to set a specific frame and then setAnimationSpeed(0).

Also - you couldn't save HD of old computer? Maybe google a bit around about tricks for recovery (sometimes crazy stuff like putting them in refrigerator can help to get things working again long enough to save some data).
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Noiecity
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Re: .OBJ animation shadow volume

Post by Noiecity »

CuteAlien wrote: Wed Oct 15, 2025 9:42 pm SAnimatedMesh can have one mesh per frame. So you can load your meshes normally and then put them in an SAnimatedMesh. Then create a node for that and use it in the shadow node. At least in theory. As so often when it comes to animation I haven't tried it yet myself.

You can also repeat a frame a few times by adding same mesh for several frames (won't copy the whole geometry, just uses the pointer).

And you can call setFrameLoop with start-end being the same frame to pause an animation I guess. Or setCurrentFrame to set a specific frame and then setAnimationSpeed(0).

Also - you couldn't save HD of old computer? Maybe google a bit around about tricks for recovery (sometimes crazy stuff like putting them in refrigerator can help to get things working again long enough to save some data).
I'll try your advice, even though the hard drive is intact, I'm too poor to do anything about it, I'll redo the example again... Hmm... I was thinking of rewriting some things in Irrlicht before. I was trying to create my own rendering engine for Irrlicht, branchless, without explicit comparators... It really offers better performance but with fewer features... But I'm really bad at programming in C++... I depend a lot on AI to correct me and give me advice, lol. I can read code, but writing from memory is impossible for me... It makes me sad to lose my models... I had one almost ready to upload to Irrlicht, well actually several, but I just needed to add spells to that one. Hmm... The Burning Video engine is very good, and with optimizations it ran at 120 fps on a very old notebook, with animated models and everything... Hmm... Thanks, Mr. CuteAlien.
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CuteAlien
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Re: .OBJ animation shadow volume

Post by CuteAlien »

If your hd is still intact plug it into your new system? Or if that's not compatible - find someone who has a compatible system and let him transfer the data. Maybe bit more complicated if it's a laptop hd as you'll probably need some sata-to-usb adapter then, but those are under 10$.
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Noiecity
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Re: .OBJ animation shadow volume

Post by Noiecity »

CuteAlien wrote: Thu Oct 16, 2025 10:12 am If your hd is still intact plug it into your new system? Or if that's not compatible - find someone who has a compatible system and let him transfer the data. Maybe bit more complicated if it's a laptop hd as you'll probably need some sata-to-usb adapter then, but those are under 10$.
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https://drive.google.com/file/d/1tKl2LH ... sp=sharing

I don't have any money, and I have no way to connect the disk, it's from a notebook... I know someone who charges me $5 to extract the data and upload it...
Look, I was able to redo the burningsVideo project. It may not have the optimizations I had included before, but it works with the latest available version of Irrlicht SVN... WASD to move, space to go up, Ctrl to go down... Alt+Enter to enter or exit full screen, Ctrl+Alt+Enter to maximize the window without full screen, escp close the app.

If you open the project, you can compile it in release mode (I haven't tried debug mode), but you need to be in Windows mode instead of console mode (Linker -> System -> Subsystem: Windows(/SUBSYSTEM:WINDOWS)

Hmm... I'd like to convert the project to x11.h (the Windows.h variant for Linux, so to speak)...

(I did not add an FPS counter for the FPS generated by the trail effect, only an FPS counter for the frames generated “naturally”).
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