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Posted: Fri Jun 18, 2004 11:19 pm
by Tyn
Peter Müller wrote:
Tyn wrote:lol! I thought it was a feature.
It's not a bug, it's a feature.
Seeing as it is fixed in the latest version, I think it can be said it was a bug :) This quote also makes me think it may be a bug :D
I don't know where the camera shaking comes, it was not with my own physics system and came with ODE. But it should not be hard to smooth, or maybe ODE has some settings that help.

Posted: Fri Jun 18, 2004 11:32 pm
by Guest
Played it. Really nice car feeling!

Re: Would you try racing game demo?

Posted: Sat Jun 19, 2004 10:53 am
by jox
Very nice! Framerate gets kind of low sometimes though (<15) on AMD 2000+, 1GB RAM, ATI Radeon 9800 PRO. Maximum framerate is 50-60, average 20-30.
StefanB wrote: ps. I How do I create directional light?
R00mpel once posted an implementation of directional and spot lights for DX8/9:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?p=12158

Re: Would you try racing game demo?

Posted: Sat Jun 19, 2004 3:46 pm
by Guest
jox wrote:Very nice! Framerate gets kind of low sometimes though (<15) on AMD 2000+, 1GB RAM, ATI Radeon 9800 PRO. Maximum framerate is 50-60, average 20-30.
Argh. I have AMD Athlon 1GHz and NVIDIA GeForce2 MX 400 with average fps about 60. Weird :?

Irrlicht is actually copying vertex & index data from system memory to hw buffer every frame? It is not actually very good, I think that with this kind of geometry track I should use static hw-buffers to store mesh data.. could boost much!! But I can always almost double fps making track half smooth..

One thing: I generate track so that it consists of meshes about 10m length t maximum. Does scenemanager automatically organize these meshes in tree structure so that invisible meshes are quicky ignored? Or Do I have to manually make the hierarchy?

Damn, I have not seen any perfect 3d engine. Orgre is way too big and complicated, Irrlicht gets slow with much mesh data copying (correct me if I am wrong).. and too much work to make own graphics library

Posted: Sat Jun 19, 2004 3:50 pm
by Guest
Anonymous wrote:Played it. Really nice car feeling!
:D Maybe a little soft though.
I use the Pacejka "magic" formula for tyre grip modelling :)

Thanks for all testing, it has been good help and motivator :D

Posted: Sat Jun 19, 2004 3:51 pm
by StefanB
It was me :shock:

Posted: Mon Jun 21, 2004 10:48 am
by StefanB
I made a test, changed my game to use directly OpenGL (with glfw) and I get now 20 fps more and I use only vertex arrays (glVertexPointer & co). And no culling of invisible parts yet. Can't wait the fps with VBO and culling :wink:

Posted: Mon Jun 21, 2004 8:37 pm
by Guest
Some progress:

FPS with Irrlicht is 60
FPS with Opengl VA is 90
FPS with Opengl VBO is 120 8)

And yet no invisible parts removal so I'll stick with OpenGL only :roll:

Posted: Wed Jun 23, 2004 10:53 am
by l0calh05t
wierd why does everyone get such low framerates I get 560 fps

Posted: Wed Jun 23, 2004 11:22 am
by hansmbakker
Can you release (parts of) the source or e-mail them to hansmbakker@hotmail.com? I'm trying to make a boat game but my ODE programming is bad and I would like to see some examples.

Your game is nice, but maybe the camera should be behind the car.

Thanks, Hans Bakker

Posted: Thu Jun 24, 2004 11:54 pm
by SB
l0calh05t wrote:wierd why does everyone get such low framerates I get 560 fps
Maybe you have super fast computer ATI with good VBO performance :lol:

I have made a little update again. Look how nice true type fonts. I read them and create alpha texture, the look very smooth and I can have any size 8) Good idea to Irrlich :wink:

Posted: Fri Jun 25, 2004 8:46 am
by l0calh05t
SB wrote:
l0calh05t wrote:wierd why does everyone get such low framerates I get 560 fps
Maybe you have super fast computer ATI with good VBO performance :lol:

I have made a little update again. Look how nice true type fonts. I read them and create alpha texture, the look very smooth and I can have any size 8) Good idea to Irrlich :wink:
possible. 8)

I would also like to see the source if possible my email is l0calh05t@gmx.net

Posted: Fri Jun 25, 2004 9:26 pm
by Armen138
could you include the sourcecode so linux users might try to compile it?

Posted: Sat Jun 26, 2004 10:01 am
by StefanB
Ok, I'll share the sources with you. There's few things I am working and I'll finish them first. Maybe later today..

Yes, it should compile well in Linux because I use only portable libraries :)

Posted: Sat Jun 26, 2004 1:57 pm
by afecelis
very nice demo!

It ran ok. Strange point of view for the camera though (I mean for this kind of game), but performance was ok, steering was ok (a bit more of faster response would make it cooler), graphics look good. As they already told you, now it's the time to enhance the arts part of the game, improve the landscaping, etc.

oh, and great ode integration. Congrats!