Search found 64 matches

by Noiprox
Fri Jul 07, 2006 11:18 pm
Forum: Using OGRE in practice
Topic: Help! Mouse/Input events not working with OGRE as inputListe
Replies: 5
Views: 1191

Then what if he wants direct mouse deltas and asynchronous keyboard/mouse state?
by Noiprox
Mon May 15, 2006 8:38 pm
Forum: Showcase
Topic: Raytracing in ogre
Replies: 7
Views: 6312

Graphics is all about hacks. Far from being the Alpha and the Omega, raytracing is but one of thoes hacks. Graphics hardware is massively parallel and already outperforms typical CPU's at raytracing. As GPU's become more general and faster, we will be able to raytrace whenever we want to, and much m...
by Noiprox
Thu May 11, 2006 7:54 pm
Forum: Using OGRE in practice
Topic: How to integrate wxWidgets with OGRE 1.2?
Replies: 5
Views: 1299

That's very helpful, thanks!
by Noiprox
Thu May 11, 2006 2:02 am
Forum: Using OGRE in practice
Topic: How to integrate wxWidgets with OGRE 1.2?
Replies: 5
Views: 1299

How to integrate wxWidgets with OGRE 1.2?

Hi, I am having difficulty finding recent information about how to integrate OGRE (Dagon) with wxWidgets. Has anyone achieved this recently? Is there perhaps some example code or tutorial anywhere? Ideally I would like to have multiple viewports, though this apparently is very difficult as OpenGL (a...
by Noiprox
Tue May 09, 2006 8:21 pm
Forum: Showcase
Topic: MAGE - Level editor
Replies: 121
Views: 73898

swakdaddy wrote:So I keep trying to get this stuff from svn://ogre3d.org.ru/mage/ and Tortoise keeps saying that the server is 'actively refusing' my connection.

Is this still up?

Thanks!
Ditto.
by Noiprox
Mon May 01, 2006 10:06 pm
Forum: Artists & Content Creators
Topic: Ogre vs. Blender for Creating Maps, Buildings, etc.
Replies: 7
Views: 2881

A whole world as a single mesh would be gargantuan and wasteful. A scene should be a collection of seperate meshes which have been arranged in space and preprocessed into a data structure such as an Octree. Blender is well suited to modelling the individual meshes, but instancing them and arranging ...
by Noiprox
Thu Apr 20, 2006 8:21 am
Forum: General Discussion
Topic: Anybody remember Dink Smallwood? ('97) How about a remake?
Replies: 6
Views: 868

I would advise to go with the simplest design possible first. If you can get a game with tile-based movement using the keyboard working, you can always extend it to have smooth movement with the mouse afterwards. The same is true of the whole game overall. Start with the simplest game design possibl...
by Noiprox
Fri Apr 07, 2006 5:31 am
Forum: Using OGRE in practice
Topic: Character Animation project in OGRE - need a little advice
Replies: 4
Views: 1310

I have tried working with these classes and am still a little confused. Does anyone have a specific example of procedural animation in OGRE that I could look at perhaps? I also still don't understand how RaySceneQueries work with bones. If a bone is just a transformation matrix, with no explicit geo...
by Noiprox
Sun Apr 02, 2006 12:42 am
Forum: Artists & Content Creators
Topic: Gunfire flames
Replies: 32
Views: 11393

Another option might be to create a 3D model of an animated flame, and then to spawn one and attach to the end of the barrel when the firing animation is played, and delete it when the animation is done.
by Noiprox
Sun Apr 02, 2006 12:38 am
Forum: Using OGRE in practice
Topic: Character Animation project in OGRE - need a little advice
Replies: 4
Views: 1310

I will investigate the Animation and AnimationState classes more closely then, thank you.

My assumption was that, since bones are nothing but coordinate frames (i.e. transformation matrices), it would not be possible for a ray to intersect with them.
by Noiprox
Sat Apr 01, 2006 12:43 am
Forum: Using OGRE in practice
Topic: Character Animation project in OGRE - need a little advice
Replies: 4
Views: 1310

Character Animation project in OGRE - need a little advice

I am reproducing the work in this paper with OGRE as a University project. I would like to try to implement IK for posing. It is easy to load and animate a model with a skeleton, and I can manually construct a character out of seperate pieces with an explicit SceneNode hierarchy. If I want to do pic...
by Noiprox
Sat Mar 25, 2006 10:24 am
Forum: Artists & Content Creators
Topic: why not improve ogre's art content ?
Replies: 168
Views: 27808

The amount of effort, and hence loosely the quality of art assets produced for charity, very strongly correlates with the user-friendliness and power of OGRE's tools for artists. While I have the profoundest respect for this project and the community around it, in sobre fact OGRE's current tools are...
by Noiprox
Sun Aug 28, 2005 6:54 pm
Forum: Artists & Content Creators
Topic: Legal status of Quake3 tools now?
Replies: 2
Views: 1053

Oh sorry, didn't see it. Thanks!
by Noiprox
Sun Aug 28, 2005 6:27 am
Forum: Artists & Content Creators
Topic: Legal status of Quake3 tools now?
Replies: 2
Views: 1053

Legal status of Quake3 tools now?

Since the source of Quake3 and related tools have recently been released under the GPL, does this mean one may freely use all the tools (including vis, rad, the BSP compiler, etc.) now, even in commercial projects? I ask because OGRE can render Quake3 maps, and there seem to be numerous projects in ...
by Noiprox
Wed Jun 22, 2005 3:32 am
Forum: Showcase
Topic: WIP: Fragfist - UPDATE 04: GC DEMO FINAL -- Demo playable!
Replies: 120
Views: 87244

This looks highly impressive! Well done!
by Noiprox
Wed May 18, 2005 4:57 am
Forum: Artists & Content Creators
Topic: What do YOU want in a BSP compiler?
Replies: 100
Views: 27024

This may sound silly, but the main thing I want from a BSP compiler is for it to exist. I mean, we don't have anything at all right now, so even if it is a little sparse on the features, just having a working free BSP compiler would be great. That said, I appreciate the effort you are putting into t...
by Noiprox
Tue Apr 19, 2005 4:53 am
Forum: Using OGRE in practice
Topic: The Gangsta Wrapper Thread
Replies: 220
Views: 69660

PeterNewman wrote:But every-one knows cold Vegemite has a friction co-efficient of 0.999 recurring.
0.999 recurring is 1 - lim(0.1 ^ x) = 1 - 0 = 1. :P

Nice, Monster. :)
by Noiprox
Tue Sep 21, 2004 11:31 pm
Forum: Using OGRE in practice
Topic: Ogre on the PS1
Replies: 23
Views: 5070

Indeed. There is little activity beyond "Cool, x on my PS2!". There has been a lukewarm response from console manufacturers on this so far. I'd like to see them take indie seriously, offering proper tools and support, and perhaps publishing opportunities for the best of the breed. Instead they have ...
by Noiprox
Sun Sep 19, 2004 7:31 pm
Forum: Using OGRE in practice
Topic: Ogre on the PS1
Replies: 23
Views: 5070

alex wrote:Then again I might be wrong, you could start an underground gaming club dedicated to creating linux games specifically for consoles, a free or cheaper alternative to mainstream stuff perhaps. That would definately be interesting.
Beyond clubs, there are already whole communities like this.
by Noiprox
Sat Sep 18, 2004 7:51 am
Forum: Using OGRE in practice
Topic: Ogre on the PS1
Replies: 23
Views: 5070

I think your best bet for PS2 would be to use PS2 Linux. You can get a PS2 hard disk by purchasing FFXI, although I haven't done so yet myself, so I don't what's involved in setting up PS2 Linux from scratch, or for that matter if it's even possible.
by Noiprox
Sat Sep 18, 2004 7:51 am
Forum: Using OGRE in practice
Topic: Ogre on the PS1
Replies: 23
Views: 5070

Sorry, double post. This forum is very confused. I've had several internal errors already...
by Noiprox
Tue Sep 07, 2004 7:25 am
Forum: Feature Requests
Topic: Why not implementing Octrees BSP-trees Terrain etc. as objec
Replies: 37
Views: 15641

To render stuff you walk the tree and for each entity you find out if it is visible and if it is you request its render operation from a function that takes the current camera, just like in ogre. So you traverse the entire tree and query every single node individually about whether it is visible or...
by Noiprox
Tue Sep 07, 2004 4:49 am
Forum: Feature Requests
Topic: Why not implementing Octrees BSP-trees Terrain etc. as objec
Replies: 37
Views: 15641

So you have a scene graph that does not contain spatial information? Fine, but that leaves the rendering and collision-detection optimization problems unaddressed. You do seem to mention that your scene tree does have connectivity information. How else could a ray be propagated down the tree, from t...
by Noiprox
Mon Sep 06, 2004 7:53 pm
Forum: Feature Requests
Topic: Why not implementing Octrees BSP-trees Terrain etc. as objec
Replies: 37
Views: 15641

Sinbad's arguments are convincing. I see that simply a list of SceneManagers is not enough, and that the code involved in deciding which SceneManager to delegate is specific to the algorithms and data structures employed by each individual SceneManager, and thus cannot be implemented generically in ...
by Noiprox
Sun Sep 05, 2004 9:59 pm
Forum: Help
Topic: opengl fastest rendering function
Replies: 2
Views: 1688

How does this relate to OGRE?