Search found 334 matches

by dudeabot
Mon Feb 17, 2014 2:03 am
Forum: Using OGRE in practice
Topic: Ogre Video Plugin (using FFmpeg)
Replies: 32
Views: 9893

Re: Ogre Video Plugin (using FFmpeg)

hi nice project!

i keep getting this error though :(
"Could not find stream of type: audio"
by dudeabot
Mon Jan 13, 2014 4:10 pm
Forum: Using OGRE in practice
Topic: FFMPEG video player - OGRE window, SDL audio
Replies: 22
Views: 9015

Re: FFMPEG video player - OGRE window, SDL audio

hello, nice project! i get a black screen tough, i have tried two differents videos here is the console output from one: Input #0, flv, from 'movie.avi': Metadata: hasAudio : false metadatacreator : inlet media FLVTool2 v1.0.6 - http://www.inlet-media.de/fl vtool2 hasMetadata : true hasVideo : true ...
by dudeabot
Sun Dec 23, 2012 4:22 am
Forum: Help
Topic: what is this ...
Replies: 20
Views: 911

Re: what is this ...

jus complementing kojack, or could it be you set the enviroment variable as you would set in the command line...
by dudeabot
Sat Dec 22, 2012 2:35 am
Forum: General Discussion
Topic: [solved]Object Manager?
Replies: 11
Views: 757

Re: [solved]Object Manager?

you might want to take a look on octrees:

http://pointclouds.org/documentation/tu ... octree.php
code: http://svn.pointclouds.org/pcl/trunk/octree/

there are others implementations no the web aswell
by dudeabot
Mon Dec 17, 2012 4:24 am
Forum: Developer talk
Topic: Emscripten, porting c++ to HTML5
Replies: 0
Views: 981

Emscripten, porting c++ to HTML5

Hello guys, i just finished porting one game using emscripten, which is a library that automates the porting from c++ to javascript process (and then to "HTML5") well I have to say that my game is a very simple 2D game, nothing compared to Ogre codebase, but still.. it worked very well, and might wo...
by dudeabot
Sun Dec 16, 2012 4:27 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

huh

i think you have to clone the caphalor deps...

but u can downloaded the precompiled binaries that wolfcoder posted (they run fine with ndkr8c), no need to compile that unless you want
by dudeabot
Sat Dec 15, 2012 4:34 am
Forum: Using OGRE in practice
Topic: Building a Scene
Replies: 6
Views: 686

Re: Building a Scene

I think both (3dmax, Ogitor) are probably reasonable approaches. If you were making a landscape, I would recommend ogitor for sure. But since you're not, either will work fine. If you use 3dmax, you'll have to pick an exporter. There is a commercial one called ogremax which is pretty good, although...
by dudeabot
Sun Dec 09, 2012 4:49 am
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

are you compiling against branch 1.9? i remember having similar erros trying to compile the wrong ogre version
by dudeabot
Sun Dec 09, 2012 4:45 am
Forum: Showcase
Topic: Murasaki Mist: New action RPG for iPhone
Replies: 12
Views: 2633

Re: Murasaki Mist: New action RPG for iPhone

cool i saw this game before didnt know it was on ogre!

art is very cool :D and agmeplay looks inteesting

i think the 3D models could get some work to look less squarish, so they can keep up with the illustrations :D
by dudeabot
Wed Dec 05, 2012 11:37 pm
Forum: Showcase
Topic: Goodfolks - mobile & PC game
Replies: 9
Views: 1963

Re: Goodfolks - mobile & PC game

looking forward for the android version :D
by dudeabot
Thu Nov 29, 2012 12:08 pm
Forum: Mobile Devices
Topic: [Android] Mesh rendert on S3 but not on Galaxy Tab 10.1
Replies: 2
Views: 641

Re: [Android] Mesh rendert on S3 but not on Galaxy Tab 10.1

Really weird, i think one step is make sure the sample browser (available on market) works on the galaxy TAB.
by dudeabot
Thu Nov 22, 2012 10:31 pm
Forum: Mobile Devices
Topic: Android, SIGSEGV, LogManager
Replies: 11
Views: 3750

Re: Android, SIGSEGV, LogManager

To be honest im not sure what you are doing ehehhe my suggetsion is to stick with the official method, i dont see any advantage in the poposed way you are doing things. you still have access to both sides java/cpp (http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversio...
by dudeabot
Thu Nov 22, 2012 10:19 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

humm dont use NDK r8b (it seems)

r8c or r8

[]'s
by dudeabot
Thu Nov 22, 2012 3:48 pm
Forum: Mobile Devices
Topic: Android, SIGSEGV, LogManager
Replies: 11
Views: 3750

Re: Android, SIGSEGV, LogManager

Well id suggest trying with surface view instead of the nvidia . i based mine on : https://github.com/asantee/ethanon/blob/master/toolkit/Source/src/gs2d/projects/Android/Ethanon/src/net/asantee/gs2d/GL2JNIView.java for my 2D opengl es games. I was having some problems with the nvidia wrappers (woul...
by dudeabot
Thu Nov 22, 2012 12:48 pm
Forum: Mobile Devices
Topic: Android, SIGSEGV, LogManager
Replies: 11
Views: 3750

Re: Android, SIGSEGV, LogManager

to be honest i havent tried a separeted sample yet, so samplebrowser works well? you can try debugging with one from the following options, from the most recent to the old school =p: 1) the new NDK plugin for ecplise: http://tools.android.com/recent/usingthendkplugin 2) NDK-STACK https://gitorious.o...
by dudeabot
Wed Nov 21, 2012 6:22 pm
Forum: Mobile Devices
Topic: Android, SIGSEGV, LogManager
Replies: 11
Views: 3750

Re: Android, SIGSEGV, LogManager

try with 1.9

thats what the docs suggest. dont use r8b also
by dudeabot
Tue Nov 20, 2012 8:00 pm
Forum: Using OGRE in practice
Topic: Sandbox Development
Replies: 5
Views: 857

Re: Sandbox Development

looks pretty straightforward to me, maybe im oversseing it but: 1) look at the ogre demo, there is a option to deform terrain, take a look at the code. 2) multiplayer code, here you should send a code, if player is deforming up or down the terrain, and the id of the brush (if more than one brush is ...
by dudeabot
Thu Nov 15, 2012 4:05 pm
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

RESOLVED Flahsed to android ICS, now it works just fine :) ======================================================================================================== sry for so many posts, but finnally i compiled using NDK r8c, and the dependencies provided on site, everything compiles fine and runs ...
by dudeabot
Wed Nov 14, 2012 3:20 am
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

is this normal behavior? -- Looking for ZLIB... -- Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) -- Found ZLIB: optimized;C:/android-ndk-r8/platforms/android-9/arch-arm/usr/lib/libz.so;debug;C:/android-ndk-r8/platform s/android-9/arch-arm/usr/lib/libz.so here is the full log btw c:\ogres...
by dudeabot
Wed Nov 14, 2012 2:15 am
Forum: Mobile Devices
Topic: Android build quick start guide
Replies: 275
Views: 77863

Re: Android build quick start guide

from the wiki:
Here we target the lowest possible API - which is API10 Android 2.3.3.

im fairly new to this

but isnt it a best practice to target the lastest api and on the AndroidManifest define the minSDK?

thanks!
by dudeabot
Fri Nov 09, 2012 1:32 pm
Forum: Showcase
Topic: Ogre Procedural [v0.2 officially out]
Replies: 429
Views: 96058

Re: Ogre Procedural [v0.2 officially out]

on the behalf of feature requests. maybe its a bit too specific but ill give a shot anyway:

one way to do road intersections (or other type of other intersections), something like: http://www.youtube.com/watch?v=uyCcBt0JLvY

thanks in advance
[]'s
by dudeabot
Sat Oct 27, 2012 2:59 pm
Forum: Showcase
Topic: Snowball Earth - complete prototype released
Replies: 26
Views: 5816

Re: Snowball Earth - complete prototype released

i have seen more ambitious projects funded by kickstarter, maybe could be a alternative :D
by dudeabot
Sat Oct 27, 2012 2:56 pm
Forum: Showcase
Topic: Ogre Procedural [v0.2 officially out]
Replies: 429
Views: 96058

Re: Ogre Procedural [v0.2 officially out]

Hello, in the extrusion sample, how would I go to have a linear road (with sharp angles), o do not sue the splines? i could replace cubicspline with what? thanks :)
by dudeabot
Thu Oct 18, 2012 10:40 pm
Forum: Showcase
Topic: ROAM Planet rendering
Replies: 888
Views: 227143

Re: ROAM Planet rendering

Glad to see you back posting :D this week i stumbled across this project, and it remimded me on what you are trying to achieve (mainly the climate aspect) http://www.youtube.com/watch?v=Q7BIaERfNs0&list=UUXRgyuUlyeUOr82XRTQ_6EQ&index=2&feature=plcp and the source is available as well! http://www.sha...
by dudeabot
Mon Oct 15, 2012 4:48 pm
Forum: Showcase
Topic: Salvation Prophecy [update: Steam Release]
Replies: 113
Views: 24206

Re: Salvation Prophecy on GamersGate: UPDATE steam greenligh

i tried voting a lot of timnes already but the page just keeps refreshing..

doesnt work for other projects as well

maybe they have something agasint Brazil? xd (or maybe its just me =p)

anyway, good luck on the poll :D