Search found 764 matches

by TheSHEEEP
Tue Jul 07, 2015 9:31 am
Forum: Help
Topic: ParticleUniverse fastForward
Replies: 1
Views: 407

Re: ParticleUniverse fastForward

You have to use
pSys->setFastForward(time, interval);
to set the variabled the fastforward()-function uses internally.

But even with that, it does not work for me...

Edit:
More on that here:
https://github.com/scrawl/particleuniverse/issues/19
by TheSHEEEP
Tue Jul 07, 2015 9:04 am
Forum: Help
Topic: Building OGRE Dependencies on MinGW problem missing dinput.h
Replies: 7
Views: 477

Re: Building OGRE Dependencies on MinGW problem missing dinp

That is really strange, I cannot reproduce this on my machine. Neither with the old DirectX SDK nor with the Windows SDK (from Windows 8 on, there is no longer a DirectX SDK, it is instead part of one bigger Windows SDK). But as that is the only difference, you could try removing all your Windows SD...
by TheSHEEEP
Tue Jun 30, 2015 8:49 am
Forum: Lounge / Off-topic
Topic: Argh!
Replies: 176
Views: 67900

Re: Argh!

" It beats the pants off other competing scripting languages such as Lua" That is something I seriously doubt. Lua has so many neat language features (with the metatable and the fact that everything is a table to begin with) and is so dynamic with that... that's hard to beat. And when it comes to p...
by TheSHEEEP
Mon May 11, 2015 3:29 pm
Forum: Help
Topic: I can't compile my first application (boost libs error?)
Replies: 2
Views: 198

Re: I can't compile my first application (boost libs error?)

I see you are using Ogre 1.8.1. Probably using the prebuilt SDK. As it says on the website: " Built with the official MinGW GCC 4.7.0 release + boost 1.51.". That is a veeeeery old version. But if you are using a current version of Code::Blocks, it likely comes with its own version of MinGW. Which i...
by TheSHEEEP
Wed Mar 11, 2015 10:35 am
Forum: Showcase
Topic: Magus - Gui wizzard
Replies: 37
Views: 9951

Re: Magus - Gui wizzard

That's great, how did you do it?
I think Qt is really lacking a good node editor widget.
by TheSHEEEP
Mon Feb 09, 2015 9:31 am
Forum: General Discussion
Topic: [GUIDE] Static Ogre 1.10 with TDM 4.9.2
Replies: 6
Views: 1845

Re: [WIP][GUIDE] Static Ogre 1.10 with TDM 4.9.2

Good guide! But some things are very specific to TDM GCC and especially 64 bit. For example, this one: To fix an Ogre bug with 64 bit MinGW, Open 'ogre/CMakeLists.txt', find the flag '-march=i686' and change it to '-march=x86-64'. Will downright break all non 64-bit builds. But still, I think this c...
by TheSHEEEP
Sun Jan 18, 2015 12:13 pm
Forum: Ogre 2.0+
Topic: Status of Examples
Replies: 30
Views: 2539

Re: Status of Examples

I agree with the separate EXEs/projects for demos. It really is much easier to follow. And creating a nice little browser used to start these demos is not a problem, that application could simply look into a folder and create an entry for each subfolder (which should contain a description and image ...
by TheSHEEEP
Tue Jan 06, 2015 7:21 pm
Forum: Showcase
Topic: Tooling
Replies: 20
Views: 3466

Re: Tooling

Sounds good! :D

As long as you can still use QtDesigner after that quick start to flesh everything out, this may indeed be very useful.
by TheSHEEEP
Mon Jan 05, 2015 10:40 am
Forum: Showcase
Topic: Tooling
Replies: 20
Views: 3466

Re: Tooling

I am still a bit confused about what this does :D So this is a Qt GUI toolkit that creates a Qt GUI toolkit framework for something with 3D/Ogre functionality... right? From a user perspective, I would ask: Why not create the latter directly with Qt? After all, the user must have Qt anyway to compil...
by TheSHEEEP
Mon Jan 05, 2015 10:24 am
Forum: Lounge / Off-topic
Topic: nvidia optimus laptop and occulus...dont throw your money!!!
Replies: 2
Views: 1390

Re: nvidia optimus laptop and occulus...dont throw your mone

Optimus is also horrible for any Linux system. Yes, there is Bumblebee to make it work, but setting that up and making it work is a nightmare to begin with. This is an area where linux graphics card drivers are really behind. My next laptop will definitely not use optimus. I don't care about the bat...
by TheSHEEEP
Mon Jan 05, 2015 10:22 am
Forum: Ogre 2.0+
Topic: Something I should now about Lights ?
Replies: 11
Views: 1505

Re: Something I should now about Lights ?

N0vember wrote:: you can argue for both but the most important is that it's consistent.
Agreed.
by TheSHEEEP
Wed Dec 17, 2014 5:41 pm
Forum: Lounge / Off-topic
Topic: Godot Engine Reaches 1.0
Replies: 9
Views: 3951

Re: Godot Engine Reaches 1.0

Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. I can not agree with the slow and complex portion of this. Here is the amount of code it takes to export one of our classes to Lua (using OOLUA, in case it ...
by TheSHEEEP
Sat Dec 06, 2014 3:36 pm
Forum: Ogre 2.0+
Topic: Using SDL2 With Ogre 2.0?
Replies: 10
Views: 2730

Re: Using SDL2 With Ogre 2.0?

Oh my, I just noticed you wanted that for Ogre 2.0.
The code I posted is for SDL2, but Ogre 1.9!

My mistake, sorry. I was so focused on SDL2, that I just skipped the Ogre 2.0 part :oops:
Also edited my post to reflect that.
by TheSHEEEP
Fri Dec 05, 2014 1:33 pm
Forum: Ogre 2.0+
Topic: Using SDL2 With Ogre 2.0?
Replies: 10
Views: 2730

Re: Using SDL2 With Ogre 2.0?

I do not know if there are official examples for that, but this is the code we use in our project, which is using Ogre 1.9: _root = new Ogre::Root("", "", ""); // Load required plugins #ifdef _DEBUG _root->loadPlugin("RenderSystem_GL_d"); #else _root->loadPlugin("RenderSystem_GL"); #endif // Configu...
by TheSHEEEP
Wed Dec 03, 2014 6:52 pm
Forum: Help
Topic: [SOLVED] The joys of building Ogre with TDM MinGW 4.8.1
Replies: 25
Views: 4116

Re: [SOLVED] The joys of building Ogre with TDM MinGW 4.8.1

I've also been wondering, what happened to TheSHEEP? That one, I heard, is extremely low on time due to own projects... :( I would love to have a week or two off to implement and test all these fixes. It would probably require that much time, as there is MinGW, TDM MinGW and mingw-w64, all of which...
by TheSHEEEP
Sat Nov 22, 2014 11:42 am
Forum: Lounge / Off-topic
Topic: What happend with Ogre?
Replies: 214
Views: 56454

Re: What happend with Ogre?

Setting up OGRE should be easy on all platforms You know, the bad thing is that I was working on an automated GUI download-build-and-install-Ogre tool, made in QT. A 0.1 version of it was almost ready. Then I lost all my data (it was the only and last time I ever worked without versioning...). And ...
by TheSHEEEP
Mon Nov 17, 2014 10:47 pm
Forum: Lounge / Off-topic
Topic: What happend with Ogre?
Replies: 214
Views: 56454

Re: What happend with Ogre?

^ What he said.

It is not really surprising.
by TheSHEEEP
Fri Nov 07, 2014 9:18 am
Forum: Lounge / Off-topic
Topic: Mingw horror stories from the darkside and beyond...
Replies: 9
Views: 3530

Re: Mingw horror stories from the darkside and beyond...

You can also use MSVC with NetBeans (and Eclipse I think, probably others, too). So you could still skip that build system layer if you wanted, and keep MSVC. tried that for a while - i dont recommend it - no precompiled header support - no cmake/premake support - no debugger - no lots of other sma...
by TheSHEEEP
Thu Nov 06, 2014 8:22 pm
Forum: Lounge / Off-topic
Topic: Mingw horror stories from the darkside and beyond...
Replies: 9
Views: 3530

Re: Mingw horror stories from the darkside and beyond...

For example, can I build a metro app with mingw?! A metro app is just an app that runs on the Windows touch surfaces as well as normal desktop, using some special Windows API, right? In that case, the whole pipeline would be in MS hands, and the answer is probably no. Or it would be so complicated ...
by TheSHEEEP
Thu Nov 06, 2014 7:37 pm
Forum: Lounge / Off-topic
Topic: Mingw horror stories from the darkside and beyond...
Replies: 9
Views: 3530

Re: Mingw horror stories from the darkside and beyond...

Speaking for myself here but I can only wholeheartedly discourage anyone from listening to the OP on this matter. We (as in our own little company) are working with MinGW since years and have had no problems yet. Not sure what yours is. The resulting binaries (at least in our case) are neither slowe...
by TheSHEEEP
Mon Nov 03, 2014 10:08 am
Forum: Using OGRE in practice
Topic: [Wiki] Building Ogre with boost 1.50 upwards and MinGW
Replies: 36
Views: 15062

Re: [Wiki] Building Ogre with boost 1.50 upwards and MinGW

DirectX11 is incompatible with MinGW and will probably always be (this has not changed in years, and is nothing we can influence).

I can only suggest using OpenGL, anyway. Works across all platforms, so you only need one shader base for everything.
by TheSHEEEP
Mon Oct 27, 2014 2:31 pm
Forum: Using OGRE in practice
Topic: Ogre-FFmpeg-Videoplayer 1.0 released
Replies: 26
Views: 7208

Re: Ogre-FFmpeg-Videoplayer 1.0 released

Hah, I remember the times when there were no usable video players at all available for Ogre.
That certainly changed ;)
by TheSHEEEP
Fri Oct 24, 2014 10:33 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6364

Re: Next bunch of fixes

You are a working machine! :)
by TheSHEEEP
Mon Oct 06, 2014 1:51 pm
Forum: Showcase
Topic: Ogre WIP and random screenshot thread (for everyone!)
Replies: 150
Views: 61393

Re: Ogre WIP and random screenshot thread (for everyone!)

I was thinking about carving out stuff like rivers, lakes, caves, with a brush in our noise based terrain generation. Ended up taking a screenshot from within the carved out path (just a sphere moving along a line for a test): http://s1.postimg.org/u9mgzc9wb/Carving_Out_2.jpg (Click to go to large v...