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Posted: Mon May 31, 2010 12:58 am
by B@z
and if we talk about ogre, what about setting different animations for joints in the same node? e.g. running while shooting. thats an important feature for almost all kind of games where u control a human.
i have a solution for that, but that isn't too good for performance i think...

Posted: Thu Jun 10, 2010 6:09 pm
by ent1ty
It might be a good idea to have ITimer work with microseconds instead of miliseconds. This is sometimes just not precise enough.

Posted: Thu Jun 10, 2010 8:06 pm
by hybrid
Some people are already suggesting to remove the one millisecond precision and come back to 10-15 ms, due to the problems with HighPrecisionTimer or whatever this is called. But how would one go beyond this 1ms limit?!

Posted: Thu Jun 10, 2010 8:13 pm
by ent1ty
hybrid wrote:But how would one go beyond this 1ms limit?!
Well I suppose there are some libraries out there that can do it, just try google.
Or did you mean something else?

Posted: Thu Jun 10, 2010 8:26 pm
by CuteAlien
ent1ty wrote:Well I suppose there are some libraries out there that can do it, just try google.
The high resolution timer is the best you can get from Windows on PC's. But well, maybe there are tricks to get beyond that of which I never heard.

Posted: Sat Jun 12, 2010 10:30 am
by ent1ty
Ok, so it might be harder to implement than I thought, if at all, but I would still love this.

Posted: Sun Jun 13, 2010 2:19 am
by BlindSide
It's not hard, it's unreliable, read more from our friend at VirtualDub: http://www.virtualdub.org/blog/pivot/entry.php?id=106

Posted: Mon Jun 28, 2010 2:32 pm
by ent1ty
Maybe you could add a setScale func that takes as parameter a float and sets x,y and z scale of the object to the value. This should be easy to implement and would make my code much more readable on many places.

Code: Select all

ISceneNode::setScale(f32 nscale)
{
  this->setScale(nscale, nscale, nscale);
}

Posted: Mon Jun 28, 2010 10:22 pm
by Lonesome Ducky
entity, you could just do this:

Code: Select all

node->setScale(vector3df(2));

Posted: Tue Jun 29, 2010 7:42 am
by ent1ty
which is still longer than

Code: Select all

node->setScale(2);

Posted: Tue Jun 29, 2010 8:30 am
by Lonesome Ducky
Informing you in case you didn't know

Posted: Tue Jun 29, 2010 1:21 pm
by 3DModelerMan
I think we need custom particle affector and emitter serialization support.

Posted: Fri Jul 02, 2010 7:04 am
by CuteAlien
3DModelerMan wrote:I think we need custom particle affector and emitter serialization support.
Plus custom font and custom skin serialization support. And probably should go through other classes to check if we miss some more.

Posted: Fri Jul 02, 2010 1:08 pm
by 3DModelerMan
Yeah, that would be awesome. We could do nearly anything from an editor.

Posted: Mon Jul 05, 2010 7:57 pm
by stefbuet
I saw 3DmodelerMan asking if you'll add cube map support.
I "up" this question, because it would be really cool to produce shadows fastly.