Search found 3124 matches

by Praetor
Fri Jul 06, 2012 9:00 pm
Forum: Recruitment
Topic: [PAID] Full Time Programmer at Darkwind Media
Replies: 0
Views: 1696

[PAID] Full Time Programmer at Darkwind Media

Position available at Darkwind Media in Rochester, New York. About Darkwind Media : Headquartered in Rochester NY, Darkwind Media is a game development studio as well as a service contractor with a specialization in mobile computer graphics. With a current staff of 12 Darkwind is a fast growing star...
by Praetor
Thu Mar 01, 2012 5:51 pm
Forum: General Discussion
Topic: RenderQueue per PASS ?
Replies: 2
Views: 2047

Re: RenderQueue per PASS ?

Unfortunately this just can't within the current rendering architecture of Ogre. Render passes are a higher level concept than material passes. So, objects are sorted into passes first, and then their passes are rendered. Rendering individual passes in different queues would require sorting on a pas...
by Praetor
Mon Oct 03, 2011 9:26 pm
Forum: Using OGRE in practice
Topic: Manual parsing ogre script converted to string
Replies: 5
Views: 756

Re: Manual parsing ogre script converted to string

http://www.ogre3d.org/docs/api/html/classOgre_1_1ScriptCompilerManager.html#ab51871b7c9b5449f24bdd2ccb280b843 You'll of course need to worry about cleaning the material system before doing this. If you try to compile a script that already was compiled before then the names will clash and you'll get ...
by Praetor
Fri Jul 15, 2011 7:21 am
Forum: Using OGRE in practice
Topic: Area Lights
Replies: 13
Views: 2546

Re: Area Lights

OK, so I'll post my shader, material, and a lua script which set it all up. I did use the light custom parameter system which I created a while ago for just this kind of purpose. Hopefully this example will clear up how this system works. Shader first: struct VSIn { float4 position : POSITION; float...
by Praetor
Thu Jul 07, 2011 8:25 pm
Forum: Using OGRE in practice
Topic: Area Lights
Replies: 13
Views: 2546

Re: Area Lights

I implemented exactly these area lights in our ogre-based engine. They ended up looking great. I'm not on the computer with my implementation (i did it without modifying Ogre's internals) but I can give you how we did it. I think I might have used point lights as my base with a bunch of material/sha...
by Praetor
Tue Mar 29, 2011 7:34 am
Forum: Google Summer Of Code
Topic: [GSoC 2011] Binary format support for scripts
Replies: 10
Views: 6557

Re: [GSoC 2011] Binary format support for scripts

Ah the scripts... you know re-implementing the scripting systems was my SoC project all those years ago. Now, I'll admit the entire concept rubs me the wrong way. I do not like that Ogre has its very own declarative scripting language. I honestly feel like it causes unnecessary bloat in the code-bas...
by Praetor
Sat Mar 05, 2011 7:32 pm
Forum: Google Summer Of Code
Topic: [GSoC 2011] Android Port
Replies: 17
Views: 9028

Re: [GSoC 2011] Android Port

This project is definitely too big for one summer.
by Praetor
Sat Mar 05, 2011 7:26 pm
Forum: Google Summer Of Code
Topic: [GSoC 2011] Texture streaming
Replies: 24
Views: 9745

Re: [GSoC 2011] Texture streaming

Controlling how low the low-res version of the texture will be can be something left to the application developer. I'm going to just do a brain dump here on this topic, both questions to think about and comments: -Can the system be made not to use extra texture memory? Will both the high res and low...
by Praetor
Sat Mar 05, 2011 7:13 pm
Forum: Google Summer Of Code
Topic: [GSoC 2011] CHC++ idea :)
Replies: 15
Views: 12704

Re: [GSoC 2011] CHC++ idea :)

I corresponded a bit with the original researcher that did CHC++ some time ago. I never got anywhere with it but he did give me some of his original resources (like demos...). If someone tackles this I can pass along the resources if no one else can find them.
by Praetor
Sat Nov 06, 2010 9:19 pm
Forum: General Discussion
Topic: Are there non-projective decals?
Replies: 13
Views: 2833

Re: Are there non-projective decals?

General technique is this: Take a frustum (6 planes) that you place however you feel like. Intersect those planes with the world geometry. Collect the intersected triangles into a new object geometry (you could use ManualObject for this, extra points for doing it with raw vertex and index buffers). ...
by Praetor
Thu Oct 14, 2010 10:04 pm
Forum: Showcase
Topic: TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
Replies: 437
Views: 196117

Re: Project Aftershock

I like it. The animation is pretty good even though it is simple. One nitpick, what does it look like if you slightly faded out the electricity planes as they intersect with the inner sphere? The sharp cutoff highlights the planes and having a quick fadeout might hide that.
by Praetor
Wed Oct 13, 2010 6:51 pm
Forum: Developer talk
Topic: Animation frame callbacks
Replies: 5
Views: 1072

Re: Animation frame callbacks

I do this externally to the animation system. I associate a callback to a time position, and then during game updates I check if I crossed that time "boundary" and call the callback. You could store the callback information in a separate file and load it alongside the .skeleton file. Events are real...
by Praetor
Mon Oct 11, 2010 4:51 am
Forum: Showcase
Topic: Ogre Procedural [v0.2 officially out]
Replies: 429
Views: 94641

Re: Ogre Procedural v0.1 released!

Really cool. Would you consider investigating adding CSG with the primitives? That could make it extremely powerful.
by Praetor
Fri Oct 08, 2010 6:52 am
Forum: Developer talk
Topic: 'Tindalos' (Ogre v2.0) SceneManager redesign
Replies: 190
Views: 75124

Re: 'Tindalos' (Ogre v2.0) SceneManager redesign

I've been pretty absent lately because a client project has been monopolizing my time. That's temporary. I think some ebb and flow is to be expected. There's been some slow-down in development in some areas. But at the same time, look at the great work going into increasing Ogre's support for instan...
by Praetor
Wed Sep 15, 2010 10:25 pm
Forum: Showcase
Topic: Blocks: The Devilish Delivery Game [NEW VERSION]
Replies: 25
Views: 4626

Re: Blocks: The Devilish Delivery Game [NEW VERSION]

New version uploaded at the blocks website. See the original post up top for details about what we changed, etc.
by Praetor
Thu Sep 09, 2010 8:32 pm
Forum: Developer talk
Topic: New InstanceManager: Instancing done the right way
Replies: 326
Views: 117974

Re: New InstanceManager: Instancing done the right way

So you just want a way to exclude things from the internal scene node and animation update systems?
by Praetor
Tue Sep 07, 2010 12:52 am
Forum: General Discussion
Topic: [SOLVED] Material State Changes
Replies: 5
Views: 387

Re: Material State Changes

Vertex colors will be supported on pretty much any machine you can get now, or could get in recent years. As for the question you had. State changes mean communication to the video card. Since the GPU is a separate from the CPU the communication must go through a bus. The driver can help by being cl...
by Praetor
Tue Sep 07, 2010 12:36 am
Forum: Showcase
Topic: Gorilla - minimal hud and overlay replacement for OGRE
Replies: 700
Views: 197213

Re: gorilla - minimal hud and overlay replacement. UPDATED!

Sounds great :) I'm currently writing a small little game engine for Python for which I hope to get to the GUI part in the next few weeks. Once I do, I will take a very close look at gorilla, and then perhaps we could discuss a few concrete ideas what and how could go into the Ogre core. Of course ...
by Praetor
Sun Sep 05, 2010 9:01 pm
Forum: Showcase
Topic: Gorilla - minimal hud and overlay replacement for OGRE
Replies: 700
Views: 197213

Re: gorilla - minimal hud and overlay replacement. UPDATED!

Couldn't you just use a rendertexture to put this into 3D space? Just activate a rendertexture, render your 2D objects, and then texture any object in the scene with it?

Is this basically an attempt to do cairo-esque drawing operations using only Ogre as a dependency?
by Praetor
Sat Aug 07, 2010 6:53 am
Forum: Developer talk
Topic: New feature: Hidden RenderWindows
Replies: 66
Views: 7218

Re: New feature: Hidden RenderWindows

I believe the Camera <> Viewport connection is a frustratingly soft constraint already. Cameras reference a viewport and viewports reference a camera. Neither can reference more than one. However, a camera can be added to more than one viewport and it will work (as in, the rendering will be correct)...
by Praetor
Fri Aug 06, 2010 8:38 pm
Forum: General Discussion
Topic: [SOLVED] Circle shadow under character technique
Replies: 8
Views: 1151

Re: Circle shadow under character technique

They are called "blob" shadows.
by Praetor
Thu Aug 05, 2010 10:04 pm
Forum: General Discussion
Topic: Sculptris - A Free ZBrush clone
Replies: 16
Views: 3327

Re: Sculptris - A Free ZBrush clone

I believe ZBrush is going to release one last version of what was the "alpha" build of sculptris for free. Then hopefully we will see some of the cool ideas integrated into zbrush.
by Praetor
Thu Aug 05, 2010 5:55 pm
Forum: Showcase
Topic: Real-time Cloth and Hair
Replies: 18
Views: 6075

Re: Real-time Cloth and Hair

What about LOD strategies? With multiple characters, do you think it is feasible to dynamic adjust different quality setting for distance? Can you somehow switch to low-res cloths at a distance without terrible side-effects? Or run the simulation with bigger (but still fixed) timesteps?
by Praetor
Thu Aug 05, 2010 2:17 am
Forum: General Discussion
Topic: OGRE Statuette - thank you everyone!
Replies: 43
Views: 17880

Re: OGRE Statuette - thank you everyone!

Congrats Steve. It feels great knowing that it was a total surprise.
by Praetor
Mon Aug 02, 2010 4:26 am
Forum: Developer talk
Topic: New feature: Hidden RenderWindows
Replies: 66
Views: 7218

Re: New feature: Hidden RenderWindows

Yes that is pretty handy. Managing primary windows will become much easier.