Search found 470 matches

by oddrose
Mon Apr 12, 2010 10:46 am
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

Any news guys?
by oddrose
Thu Apr 08, 2010 10:51 pm
Forum: Showcase
Topic: wxOgreMVC open sourced
Replies: 154
Views: 49093

Re: wxOgreMVC open sourced

Great job! I just took a serious look at it. I built it and it works perfectly. It's such a pain to start from scratch with something like this! I'm thinking about an expansion I need though. I want to have different right-click menus depending on the selection. Not sure how to do this in the MVC pa...
by oddrose
Sun Apr 04, 2010 10:48 am
Forum: Showcase
Topic: TecnoFreak: Blend Tree Animation System[1.2 Blendmasks]
Replies: 175
Views: 88918

Re: TecnoFreak: Blend Tree Animation System[Open Sourced Edi

Original question: Is there some documentation or an example of how to use it in an application?

EDIT: Sorry, I found the SVN repository. My bad.
http://tecnofreakanima.svn.sourceforge. ... ima/trunk/
by oddrose
Thu Sep 24, 2009 5:23 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

Yeah I know, but my point was that once the Mesh has been loaded, and you don't have the file anymore, you need to have a record in the in-memory Mesh to tell you whether the new member variable (which is just a Real) is the result of genuine information that has been loaded / calculated or not. Re...
by oddrose
Wed Sep 23, 2009 7:37 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

I quite like Dia for diagrams like this. Yes, you're right, although it does mean you need another variable on Mesh to indicate whether the padding has been calculated or not, or use a control value (-1 or something) to indicate that it's not valid. Otherwise you don't know whether the value (assum...
by oddrose
Tue Sep 22, 2009 1:01 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

If you're trying to upgrade the Mesh, it won't work unless you also have the Skeleton avaliable since you won't be able to calculate the padding value. You either have to fail (do not upgrade), or ignore it (which means the padding value will be set to some incorrect value, which the next time the ...
by oddrose
Mon Sep 21, 2009 9:55 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

Indeed. I'm not satisfied with where this is going really. For now it seems there are more cons to storing the data in the .mesh than pros. I know calculating the padding at startup causes extra load time but if the feature is semi-supported in the .mesh I think it'll become confusing to the user. I...
by oddrose
Sun Sep 20, 2009 9:28 pm
Forum: Using OGRE in practice
Topic: Physics Character Controller Conceptual Thread
Replies: 87
Views: 12255

Re: Physics Character Controller Conceptual Thread

That's only valid if your game is about a rubber ball equipped with an Oscillation Overthruster. :) I wonder how this topic go so infected though. I'm sorry that already in the first (maybe second) page people started saying "Oh, well, I'll write my own CC and share the ideas here". I'd love to see...
by oddrose
Sun Sep 20, 2009 9:18 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

There's a potential bug in the reading of the data though, if you read a chunk and it's not the type you were expecting, you should back up the stream so that something else can process it, like this: Yeah, I almost knew this would come up, I saw this in some of the other serializer methods but was...
by oddrose
Sun Sep 20, 2009 7:52 am
Forum: Using OGRE in practice
Topic: Physics Character Controller Conceptual Thread
Replies: 87
Views: 12255

Re: Physics Character Controller Conceptual Thread

well said xavier...that's why I'm more interested in seeing ideas that can be implemented in Ogre to help in character controlling/animation in general, without leaving the intended scope of the engine of course. Like increased FK/IK support :) One wonders though, seeing that there are so many gener...
by oddrose
Sat Sep 19, 2009 10:20 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

gotta love "<!DOCTYPE Game>" =)

I like that the game description is very readable because of the xml. I wonder though, why surround parameters with <parameter> tags?
by oddrose
Sat Sep 19, 2009 10:10 pm
Forum: Feature Requests
Topic: Control BoundingBoxes on Entity-Level.
Replies: 12
Views: 4181

Re: Control BoundingBoxes on Entity-Level.

Not sure if it counts as elegant, but I'm implementing what has been on the roadmap for a while i.e. dynamic bounds for meshes. The implementation I'm doing is updating the bounds when the animation is updated and checks that the bounds are outside the bones+a padding "factor" that's defined in the ...
by oddrose
Sat Sep 19, 2009 7:44 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

Hi again! I looked at the MeshSerializer today and I think I know how I want to do the exporting / importing. Basically I propose a new MeshChunkId, M_MESH_BOUNDS_ANIMATION_PADDING: M_MESH_BOUNDS = 0x9000, // float minx, miny, minz // float maxx, maxy, maxz // float radius M_MESH_BOUNDS_ANIMATION_PA...
by oddrose
Fri Sep 18, 2009 6:57 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

Thanks for the reply. That seems reasonable. I will test with the trunk version in the week or weekend and look at the serializer if I get time.
by oddrose
Thu Sep 17, 2009 7:32 pm
Forum: Google Summer Of Code
Topic: [GSoC 2008 - Accepted] Different Level of Detail Strategies
Replies: 44
Views: 18173

Re: [GSoC 2008 - Accepted] Different Level of Detail Strategies

Hi, I built trunk today (sept. 17th) and I ran into some problems with the lod strategies. I have a simple material defined in a material script: material PlainGreen { technique { pass { diffuse 0.0 1.0 0.0 0.0 } } } I can set this as material for a simple box-entity. But when I try to use setMateri...
by oddrose
Thu Sep 17, 2009 1:22 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

Hey, it's great that you have a deadline! I don't, and therefore I can dream up whatever engine I want, but end up doing nothing. That's why I started creating the volleyball game to have something that needs the engine to have certain features.
by oddrose
Thu Sep 17, 2009 11:36 am
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

I'm planning to use a binary scene-format and create an editor for the engine. So I won't use XML for that. Functionality is mostly defined in script since it is easiest to define new component types in scripts. I use some XML though, for storing key-bindings for example. I see that you litteraly me...
by oddrose
Wed Sep 16, 2009 10:27 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

Hi again, I messed around with this a bit and created a run-time edition of this functonality and, to begin with, without modifying the Ogre source. It works well and I wish I had a video to show, but I haven't got any screen capture software installed. (Recommendations are welcome). I have some que...
by oddrose
Wed Sep 16, 2009 9:47 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

hehe, do you? Actually, I have mostly been working on non-visual things as extended Script Components support, event handling etc. This is an early shot of the volleyball game I'm creating as a test of the engine: http://pici.se/thumbs/t_ZwUfckyqc.gif Notice how there's basically no shading done (no...
by oddrose
Wed Sep 16, 2009 5:37 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Re: Dynamic AABB (Cthuga)

To keep it as simple (and therefore cheap) as possible I envisaged that a single padding factor would be calculated from the vertices assigned to the bones, representing the maximum distance of that vertex from the bone. I take it that you mean that the padding factor should be the maximum of all p...
by oddrose
Wed Sep 16, 2009 4:24 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

I deleted their posts.
by oddrose
Wed Sep 16, 2009 1:44 pm
Forum: Developer talk
Topic: Dynamic AABB (Cthuga)
Replies: 16
Views: 3212

Dynamic AABB (Cthuga)

Hi, I was thinking about an Dynamic AABB implementation the other day and saw that it was put on the annotated roadmap for Ogre 1.7. It says: Skeletal animation bounding box updates * One 'update' BB which covers the mesh at every animation point * Dynamic AABB which updates based on bone extents, p...
by oddrose
Tue Sep 15, 2009 8:24 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

great, I'll take a look, I restored the old version now btw...had forgot that the history was recorded.

I put your first solution in place for now, I'm in the middle of something else right now so I'll check out reCAPTCHA another time,

if you want to add something, please send me a PM
by oddrose
Tue Sep 15, 2009 8:16 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

but then you can't edit can you?
by oddrose
Tue Sep 15, 2009 8:11 pm
Forum: General Discussion
Topic: Component Based Objects?
Replies: 711
Views: 131069

Re: Component Based Objects?

How do I solve the spamming issue?

(Did he really have to spam the implementations page?)