Search found 2729 matches

by nikki
Fri May 02, 2014 8:45 am
Forum: Lounge / Off-topic
Topic: cgame - a 2d game engine/editor I've been working on
Replies: 2
Views: 2505

cgame - a 2d game engine/editor I've been working on

So it's been a while since I posted here. I haven't worked on anything with Ogre, but I've still been doing gamedev stuff. For my independent work project this semester I worked on a 2d game engine that is loosely based on the entity-system model. Here's a timelapse of me making a space shooter prot...
by nikki
Sun Apr 21, 2013 9:37 pm
Forum: Lounge / Off-topic
Topic: Wrote a ray tracer (and rendered an animation with it)
Replies: 5
Views: 1821

Re: Wrote a ray tracer (and rendered an animation with it)

'Sup betajaen. Doing pretty well, college is fun. Haven't worked on Ogre-related things in a while, but have definitely been doing something interesting all the time -- some systems/OS stuff, some algorithms/theory stuff, some math, etc.
by nikki
Sun Apr 21, 2013 9:04 pm
Forum: Lounge / Off-topic
Topic: Wrote a ray tracer (and rendered an animation with it)
Replies: 5
Views: 1821

Wrote a ray tracer (and rendered an animation with it)

Hey all! Been a while. So I was working on a ray tracer for a class at my university. It's got reflections/refractions and stuff. Was fun. I wrote a Blender exporter and rendered a little animation with it. Check it out! [youtube]lok6P1w5BWQ[/youtube] Ray tracing is fun, and actually really straight...
by nikki
Wed Nov 28, 2012 11:15 pm
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

I don't think there should be an issue with that... As long as Bullet handles the worlds independently, the only thing BtOgre does is MotionState stuff and so it should work. The debug drawing might need slight modification based on how you're rendering the two worlds.
by nikki
Sat Sep 29, 2012 1:48 am
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

Hmm, I've never used .bullet files before. You mean the Bullet binary serialization thing described here? If so, you could just serialise the physics world after setting it up (using BtOgre's help to make shapes).
by nikki
Fri Jun 29, 2012 7:20 am
Forum: Using OGRE in practice
Topic: Selectively applying a compositor
Replies: 2
Views: 260

Re: Selectively applying a compositor

I feel like that might become complicated due to depth issues, like if you have an 'invertible' transparent glass window in front of a 'non-invertible' object. I also realised that this problem exists when using the second idea in my post (invertibility buffer) but not for the first one (pre-invert ...
by nikki
Fri Jun 29, 2012 5:02 am
Forum: Using OGRE in practice
Topic: Selectively applying a compositor
Replies: 2
Views: 260

Selectively applying a compositor

Hey! So in my current project, there's a gameplay thing where you're either in the 'normal dimension' or in 'dimension two' where an effect is applied to the screen giving it inverted colors and a slight radial blur (among the actual gameplay changes). Dimension two looks like this: http://www.princ...
by nikki
Sat Jun 23, 2012 8:15 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 58888

Re: Blender 2.5 Exporter [Official]

Sorry for all the double posting - made a few changes to this exporter since I needed some stuff for my project. Here's another patch, this time having the OgreXMLConverter command also handle options and extra arguments. Sorry about the whitespace stuff in the diff - my editor put those in...
by nikki
Sat Jun 23, 2012 6:40 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 58888

Re: Blender 2.5 Exporter [Official]

So I'm thinking about how to handle vertex normals. If you take the default cube in blender2.4 and export it with the old exporter, you have multiple vertices at each corner to handle the normals, and each normal is axis-aligned. However, if you save this cube and load it up in blender2.6 and use th...
by nikki
Sat Jun 23, 2012 5:39 am
Forum: Artists & Content Creators
Topic: Blender 2.5 Exporter [Official]
Replies: 155
Views: 58888

Re: Blender 2.5 Exporter [Official]

Made a quick hack to get it to work with UV textures (the old 'TEXFACE' stuff) since I use this in my game for specifying materials per-face easily. In my game I've manually written materials that correspond to the texture names for finer control, so I just made it work for what I need, this is not ...
by nikki
Mon Jun 11, 2012 6:52 am
Forum: General Discussion
Topic: No love for OgreBullet?
Replies: 11
Views: 1149

Re: No love for OgreBullet?

Fixed in the latest commit - I'm not sure whether the best way would be to have Bullet handle this (check my post in the BtOgre topic).
by nikki
Mon Jun 11, 2012 6:51 am
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

Made another commit that fixes this. Turns out Bullet takes mesh data for the triangle mesh creation, and needs it to remain in memory throughout the period that the triangle mesh shape exists, but doesn't handle the deletion of that on its own. The problem is that this mesh data is allocated in the...
by nikki
Mon Jun 11, 2012 1:19 am
Forum: General Discussion
Topic: putting everything together (graphics, physics, game logic)
Replies: 8
Views: 1287

Re: putting everything together (graphics, physics, game log

True - what I meant by minimal binding was have it so that each component "doesn't really care about the other." I made a little object framework for my game which had the usual GameObject base class that gave it frame update events, etc., some level/state management and loading, Blender export and ...
by nikki
Mon Jun 11, 2012 1:01 am
Forum: General Discussion
Topic: No love for OgreBullet?
Replies: 11
Views: 1149

Re: No love for OgreBullet?

I must confess I haven't paid much attention to BtOgre since the time I made it as a quick little utility for a game I was working on. Last year I've been in college and pretty busy with courses, and this summer I have a job. Have you looked into the memory leak much? Does it seem like it would too ...
by nikki
Mon Jun 11, 2012 12:55 am
Forum: General Discussion
Topic: putting everything together (graphics, physics, game logic)
Replies: 8
Views: 1287

Re: putting everything together (graphics, physics, game log

It worked pretty well for me to just 'use them together' in a game - call directly the graphics functions, sound functions etc. with minimal binding between the two. You have what you need, just make the game. :)
by nikki
Tue Jun 05, 2012 1:13 am
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

Seems I forgot to delete those things. Updated on git!
by nikki
Tue Jun 05, 2012 1:00 am
Forum: Help
Topic: Rotate a scenenode
Replies: 23
Views: 2794

Re: Rotate a scenenode

You could also attach it to a node with an offset, and then rotate that node.
by nikki
Tue Jun 05, 2012 12:47 am
Forum: Lounge / Off-topic
Topic: Marking a topic as SOLVED or not ?
Replies: 7
Views: 1767

Re: Marking a topic as SOLVED or not ?

I guess it prevents people looking to answer questions in the help forums from having to click on a topic and read it all the way to the end to find out that the problem's been solved. This way they can quickly recognize the topics in the help forums that haven't been solved yet and address them.
by nikki
Sun Apr 15, 2012 8:13 pm
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

Link in the order: dynamics, collision, linearmath.
by nikki
Sat Mar 24, 2012 8:27 am
Forum: Google Summer Of Code
Topic: [GSoC 2012] Ideas from community
Replies: 50
Views: 37675

Re: [GSoC 2012] Ideas from community

Hmm, how interested are you guys in the NVIDIA Optix integration?
by nikki
Sat Mar 24, 2012 4:53 am
Forum: Feature Requests
Topic: Make the Resource System more modular.
Replies: 5
Views: 2683

Re: Make the Resource System more modular.

Maybe generalizing the DataStream idea so that you can provide your own streams that may correspond to network resources, custom archive types, data from memory, or such? That sounds like an interesting idea indeed. How far do you think the current setup of Ogre scales in this context? It may be a m...
by nikki
Thu Mar 22, 2012 12:40 am
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

When you say 'static mesh', do you mean it's a trimesh or otherwise a Bullet RigidBody with the static flag set? I think the way to move these around is to remove the RigidBody from the world, change its position, and re-add it. Static bodies shouldn't really be moved around much.
by nikki
Tue Mar 20, 2012 9:43 pm
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

@Commando125: Hmm, that's weird. It works for me - I just tried a project I'm working on with the latest libraries. Try doing 'body->setWorldTransform(...)' instead of doing it through the motion state. Also, do you have many cases where you need to 'teleport' a body like this as opposed to simply ...
by nikki
Wed Feb 22, 2012 3:19 am
Forum: Lounge / Off-topic
Topic: What college courses?
Replies: 3
Views: 976

What college courses?

Hey guys! What college courses do you think you have found most useful or would've wanted to take if you had the time? Specifically, which ones do you think would help the most with graphics and such? I'm a freshman right now, and I find that it would probably be most helpful to take the more 'theor...
by nikki
Wed Feb 15, 2012 10:02 pm
Forum: Using OGRE in practice
Topic: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git!)
Replies: 242
Views: 83771

Re: BtOgre - Simple, Thin Bullet-Ogre Connection (now on git

BtOgre can help you make collision shapes out of Ogre meshes. The RigidBody and MotionState stuff is for dynamics.