Search found 412 matches

by Herb
Mon May 07, 2018 5:14 pm
Forum: Showcase
Topic: Aggressors - Turn based strategy
Replies: 55
Views: 18788

Re: Aggressors - Turn based strategy

@kubatp - Thanks for sharing! I was really curious on the HUD layer, so interesting to see Miyagi (as I forgot you were doing this in C# with MOgre).
by Herb
Mon May 07, 2018 3:13 pm
Forum: Showcase
Topic: Aggressors - Turn based strategy
Replies: 55
Views: 18788

Re: Aggressors - Turn based strategy

This is so great! :D It's awesome to see the trailer and the result of all the work going into this. I see a lot of polishing in there and it looks great! Would you mind sharing some of the libraries and tools you ended up using for this game development? I'm curious to hear what worked for you (and...
by Herb
Thu May 03, 2018 4:09 pm
Forum: Lounge / Off-topic
Topic: Is PhysX free for commercial use?
Replies: 4
Views: 563

Re: Is PhysX free for commercial use?

According to their website (https://developer.nvidia.com/physx-source-github) The PhysX software development kit (SDK) is free on Windows, Linux, OSX, iOS and Android According to their ELA (http://developer.download.nvidia.com/assets/gamedev/docs/NVIDIA%20PhysX%20SDK%20EULA_3.pdf) Any Source Code M...
by Herb
Fri Mar 09, 2018 3:11 pm
Forum: Lounge / Off-topic
Topic: State/feedback/rant -> Ogre 2.1
Replies: 13
Views: 872

Re: State/feedback/rant -> Ogre 2.1

As someone who has used Ogre since 08, and just getting back to Ogre (been close to 3 years since I did much with it), there's some real value to what @paroj is saying... I picked up 2.1 as everything seemed to point to that and the 2.x stuff had been under development for a long time. The trouble w...
by Herb
Tue Feb 27, 2018 8:03 pm
Forum: Help
Topic: [1.10] GL3+ FixedFunction Exception
Replies: 2
Views: 68

Re: [1.10] GL3+ FixedFunction Exception

Awesome! That was the piece I was missing. Thanks paroj!
by Herb
Tue Feb 27, 2018 6:35 pm
Forum: Help
Topic: [1.10] GL3+ FixedFunction Exception
Replies: 2
Views: 68

[1.10] GL3+ FixedFunction Exception

So, I'm trying to use GL3+ with version 1.10 for some custom shaders. I see that the Sample Browser (with GL3+) can pretty much run everything, so internally the shaders should be good for GL3. I wrote some test code for an application on Ubuntu with GL3+, and I get an error when I set the skybox on...
by Herb
Wed Feb 21, 2018 10:38 pm
Forum: Help
Topic: Ogre 2.1 imgui _injectRenderWithPass
Replies: 7
Views: 366

Re: Ogre 2.1 imgui _injectRenderWithPass

Code ran and walking through things, all the objects in the code looked right....just nothing was rendering on the screen. I can do shader work, but I'm a bit lost on how all the PsoCache stuff is working internally to Ogre. I'm guessing it's close, probably a one-liner to get going :roll: Please sh...
by Herb
Sun Feb 11, 2018 2:11 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 8
Views: 387

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

No, I didn’t.... I made the suggested changes and i’ve looked through the debugger at all the objects and everything looks good, but nothing is displayed on the screen... i’ve paused on it for the moment until I can think of something else to try.
by Herb
Thu Feb 01, 2018 8:32 pm
Forum: General Discussion
Topic: [1.10] GL3+ vs GL2
Replies: 3
Views: 174

Re: [1.10] GL3+ vs GL2

Thanks paroj for the details! This makes sense, and appreciate the info on just not messing with Hlms in 1.10.

Is there any examples of using GL3+ features in 1.10? Like an example of using VAOs for performance?
by Herb
Thu Feb 01, 2018 6:14 pm
Forum: General Discussion
Topic: [1.10] GL3+ vs GL2
Replies: 3
Views: 174

[1.10] GL3+ vs GL2

So, I've been playing in 2.1 for awhile, but have projects that I've ported to 1.10 and will likely keep them there. So, I've read through all the release notes on 1.10 and that GL3+ is working (tried it to with the samples). What I'm still a little confused about is when would you want to use GL3+ ...
by Herb
Fri Jan 26, 2018 2:21 pm
Forum: Help
Topic: Setting up a basic OGRE 2.1 Project
Replies: 2
Views: 241

Re: Setting up a basic OGRE 2.1 Project

For just code, it doesn't get much simpler for 2.1 to look at "EmptyProject" under Samples/2.0/Tutorials. It'll pull some common code from Samples/2.0/Common as well. For the CMake side, I guess it depends on how comfortable you are with cmake... If you look under your root Ogre directory CMake/Pack...
by Herb
Thu Jan 25, 2018 8:24 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 8
Views: 387

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

Yeah, I was wondering how the render happened... I didn't see any render call in your code comments in OgrePsoCacheHelper header so had the impression it was being called differently. Ok, so I added that to the very end. So, every IMGUI renderable gets rendered with: mSceneMgr->getDestinationRenderS...
by Herb
Thu Jan 25, 2018 6:50 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 8
Views: 387

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

Finally got a chunk of time to work on dark_sylinc's advice, but having no luck....not sure on how really to debug this further... Anyone have any luck with the PsoCacheHelper class? I know dark_sylinc said it was not tested. :wink: So, I init the ImGUIManager class doing: mPSOCache = new Ogre::PsoC...
by Herb
Wed Jan 17, 2018 7:26 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 8
Views: 387

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

Ah, ok. That really helps explain on the rendertarget. Should be easy enough. I'll make the changes and see how it's working. Thanks dark_sylinc! :D
by Herb
Tue Jan 16, 2018 6:49 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 8
Views: 387

[2.1] PsoCacheHelper Usage Questions (porting imgui)

Ok, I'm working on a new app with 2.1 and trying to use imgui for the GUI. I found a nice person who ported the code to an earlier version of 2.1 https://bitbucket.org/ChaosCreator/imgui-ogre2.1-binding However, the 2.1 API has changed. I found dark_sylinc has made a helper class for this called Pso...
by Herb
Wed Jul 06, 2016 4:47 pm
Forum: General Discussion
Topic: Source codes for Shadows: Heretic Kingdoms?
Replies: 13
Views: 2469

Re: Source codes for Shadows: Heretic Kingdoms?

@sinecnica - Thank you for moving forward with this. It'll be a great benefit for the community to see and leverage both the engine and editor toolset. Makes perfect sense to add assets at a cost. Looking forward to checking out the code! :D
by Herb
Tue Jun 28, 2016 5:07 pm
Forum: Help
Topic: Qt with Ogre3D
Replies: 2
Views: 295

Re: Qt with Ogre3D

echoing xrgo, I'd switch it around to have the "calculating" in another thread or in a worker task if possible. Ogre has a workqueue for tasks you can check out HERE Or you can roll your own threaded task queue with mutexes.
by Herb
Wed Jun 22, 2016 5:18 pm
Forum: Showcase
Topic: Space Rush 3D - Android game
Replies: 5
Views: 2511

Re: Space Rush 3D - Android game

Looks great! Out of interest what libraries did you leverage for the game? Did you use a UI lib for the HUD or create something yourself?
by Herb
Mon Apr 25, 2016 8:15 pm
Forum: Ogre 2.0+
Topic: [2.1 pso] Terrain Sample Crash
Replies: 2
Views: 462

Re: [2.1 pso] Terrain Sample Crash

Ok, re-built with JSON support and it's running :)

No GLSL errors with my NVIDIA card. Thanks for the tip on JSON as I would have not guessed the error meant that.
by Herb
Mon Apr 25, 2016 5:24 pm
Forum: Ogre 2.0+
Topic: Ogre3D as a complete game engine
Replies: 13
Views: 1744

Re: Ogre3D as a complete game engine

I agree with SpookyBoo. Once 2.1 is out with solid documentation and tutorials, re-adoption should increase. I do think some community plugins that work with 2.1 would help as well. Personally, I feel like Ogre is right on the edge of the transition. Many folks still in the older version, and 2.1 is...
by Herb
Mon Apr 25, 2016 4:17 pm
Forum: Ogre 2.0+
Topic: [2.1 pso] Terrain Sample Crash
Replies: 2
Views: 462

[2.1 pso] Terrain Sample Crash

Trying to take a peek at the terrain examples in the v2-1-pso branch as I heard it was fairly stable at this point. I'm on Ubuntu with an NVIDIA card, and when I try to run the terrain samples (both Sample_Tutorial_Terrain and Sample_Tutorial_Terrain-2.1.0), I get the following exception. Note, I gr...
by Herb
Mon Apr 25, 2016 2:00 pm
Forum: General Discussion
Topic: [Raknet] receive and send object
Replies: 2
Views: 627

Re: [Raknet] receive and send object

Raknet forum - http://www.jenkinssoftware.com/forum/ Raknet Manual - http://www.jenkinssoftware.com/raknet/manual/index.html There are many ways to "send" an object. Look through the manual and the source code examples. You can use the replica system or doing it manually with bitstreams. Both of tho...
by Herb
Mon Apr 18, 2016 2:45 pm
Forum: Lounge / Off-topic
Topic: Help choose Gaming Laptop MSI vs ASUS
Replies: 17
Views: 10435

Re: Help choose Gaming Laptop MSI vs ASUS

I have a ASUS with a higher end nvidia and it's very slim and works well. I did swap out for a solid state drive, but otherwise it's stock. Never had a MSI laptop, but always liked their PC motherboards. :wink: Only complaint on the ASUS (which I don't think you care about), is some bad driver suppo...
by Herb
Sun Mar 27, 2016 1:32 pm
Forum: Help
Topic: HELP!!! Are there any tutorials compatible with OGRE 1.8
Replies: 2
Views: 242

Re: HELP!!! Are there any tutorials compatible with OGRE 1.8

Yeah, API changes are minimal, so should not be a problem. But, if you are starting off fresh, I would start with 1.9 over 1.8 as 1.8 is fairly old at this point.
by Herb
Tue Mar 22, 2016 9:25 pm
Forum: Help
Topic: [2.1] Hlms - Create basic vertex shader
Replies: 12
Views: 2303

Re: [2.1] Hlms - Create basic vertex shader

Hmm..still having issues. Maybe it's since OgreHlms.h includes OgreHlmsCommon.h.... Most of the forward declare issues are coming from OgreHlmsCommon.h which the compiler is telling me it's from the including of OgreHlms.h in my custom HLMS class header. Anyways, I'll poke at for a bit. I need to re...