Search found 122 matches

by Horizon
Wed Feb 13, 2008 4:51 pm
Forum: General Discussion
Topic: Is Ogre suitable for DTMS and TINS?
Replies: 11
Views: 1195

Easy, just like in the terrain demo, cast a ray down, but this time instead of taking the WorldFragment just take the distance to whatever is hit first (in this case just some triangle) and lower the camera by that distance. Edit: Oh crap, that's right, Ogre doesn't do triangle level raycasting, bee...
by Horizon
Tue Feb 05, 2008 12:02 pm
Forum: General Discussion
Topic: NVidia acquires AGEIA !!
Replies: 34
Views: 3200

You have to keep in mind that Ageia is actually a fabless chip manufacturer and not a physics library developer. This, in my mind, makes this a very good change for PhysX, as Nvidia is clearly interested in the PhysX as well as the chips, so the library might get a little more attention. AFAIK Ageia...
by Horizon
Wed Dec 19, 2007 12:40 pm
Forum: General Discussion
Topic: What are your wish items for Blender 3D content workflow?
Replies: 58
Views: 12644

More specifically, the object class currently specifies a very specific set of rigid body properties, which might not match all physics libraries and which for some applications are not specific enough by far. For example you can currently only assign box, sphere, cone and convex polytope shapes (ma...
by Horizon
Wed Dec 19, 2007 11:07 am
Forum: General Discussion
Topic: What are your wish items for Blender 3D content workflow?
Replies: 58
Views: 12644

Horizon and CryptoQuick, yes Blender has the 'bullet' physics engine integrated, and its Collada exporter I believe has support for physics properties. Horizen, could you add some more detailed information on what you want to be exportable? I can ask Erwin if it is something he is willing to add. A...
by Horizon
Mon Dec 17, 2007 12:27 pm
Forum: General Discussion
Topic: What are your wish items for Blender 3D content workflow?
Replies: 58
Views: 12644

Integrated physics and a couple of exporters. For example, look at with the Nima and PhysX plugins for Maya and 3ds Max do. Actually once the basics are there it would be easy to surpass the functionality of these plugins.
by Horizon
Tue Dec 04, 2007 2:44 pm
Forum: General Discussion
Topic: PolyPainting in Ogre With Dynamic Texture
Replies: 9
Views: 1639

Now, i have no clue how to translate a position on the object to the correct place on a Dynamic Texture. First, you are going to need accurate raycasting at the triangle level. I don't think Ogre supports this, so you are going to need to use OPCODE or similar. Then it's actually a really basic ope...
by Horizon
Thu Nov 08, 2007 9:01 am
Forum: General Discussion
Topic: Are there some "commercial" tools/tech support wit
Replies: 7
Views: 1105

We didn't plan to create game with cool graphics, because our hardware platform limited. The performance will be our consideration. And because the lack of our stuff and the time pressure, more easy to create the (racing) game content will be considered. So we need some easy-to-use/learning toolset...
by Horizon
Thu Nov 08, 2007 8:57 am
Forum: General Discussion
Topic: ogre3D forum topic can crash browser
Replies: 7
Views: 966

What you are seeing is the debugger from Visual Studio offering to start a debug session for the crashed program. This has absolutely nothing to do with Ogre or with the website.

For some reason your browser crashes and VS just gives you the opportunity to find out why.
by Horizon
Wed Oct 24, 2007 3:21 pm
Forum: Showcase
Topic: Disorder - a physics FPS [vid. update]
Replies: 14
Views: 4591

Take a look at the low poly coop for good, low poly, free 3d models.
by Horizon
Fri Aug 10, 2007 5:22 pm
Forum: Feature Requests
Topic: Commentable documentation
Replies: 2
Views: 1153

That's an interesting idea. However, it will probably be hard to combine that with the doxygen generated documentation.
by Horizon
Fri Aug 10, 2007 5:20 pm
Forum: Showcase
Topic: BioMotion Project
Replies: 11
Views: 3729

Interesting, I send you my results. I hope you will post the results of your research here when you're finished?
by Horizon
Fri Jul 27, 2007 9:27 am
Forum: Using OGRE in practice
Topic: Walk on the Terrain Help!
Replies: 2
Views: 758

WorldFragment refers to the World set by setWorldGeometry, which works only for those scenemanagers that include terrain, I think.
by Horizon
Fri Jul 27, 2007 9:24 am
Forum: Using OGRE in practice
Topic: Is it possible to use a pre-made DirectX renderer?
Replies: 6
Views: 764

If I'm not mistaken, bypassing the Direct3D9 plugin would mean writing your own wrapper for direct3d. What you want to do, I think, is bypassing the automatic creating of a RenderWindow, which has been posted about on the forum before.
by Horizon
Thu Jul 26, 2007 9:41 am
Forum: Using OGRE in practice
Topic: Using ODE/Newton/Bullet for 2d physics-> Getting started
Replies: 26
Views: 6979

I'm fairly certain I've seen this discussed on either the OgreNewt or Newton forums. I think there were some great tips on how to do it.
by Horizon
Wed Jul 25, 2007 10:32 am
Forum: General Discussion
Topic: Right Brain Games GUI for Ogre [New Release Available]
Replies: 669
Views: 131957

SirShane: Will you be putting this project up on sourceforge sometime, too? There's a lot of little things that would be nice to fix, which would be easy to submit as patches. For one thing, it would be great to have a default location for RBGUI, so we could set the build-properties right once and f...
by Horizon
Tue Jul 24, 2007 2:09 pm
Forum: Help
Topic: Using a viewport without camara assigned
Replies: 1
Views: 427

This belongs in the help section.

Anyway, in this case you either don't need to use Ogre, or don't need a viewport but an overlay. Or a quad rendered fullscreen.
by Horizon
Wed Jul 11, 2007 3:42 pm
Forum: Showcase
Topic: screenshots of a tilebased terrain manager
Replies: 42
Views: 36210

Any news, Filopher? Still very interested in the source-code. The version of the TileEngine that's available from your website is much earlier than some of your beautiful screenshots here :).
by Horizon
Tue Jul 03, 2007 9:07 am
Forum: Help
Topic: [Solved] Problem with 3rd Person Camera
Replies: 27
Views: 1687

Eldarion wrote:i want to rotate both at the same time. i'm not rotating the camera node i rotate the main node. but the camera is rotating around itself :(
So this is what you're doing and you're rotating the PlayerNode?
Image
by Horizon
Tue Jul 03, 2007 8:42 am
Forum: Help
Topic: [Solved] Problem with 3rd Person Camera
Replies: 27
Views: 1687

it is rotating around itself. what parameters i have to check? Correct. If you rotate the CameraNode, the camera attached to it will rotate around that node, and as that node is at the camera's position that's what it will rotate around. If you rotate the PlayerNode, however, the camera will rotate...
by Horizon
Tue Jul 03, 2007 8:36 am
Forum: Help
Topic: Simple Double render
Replies: 2
Views: 664

Selective rendering can, IIRC, be done by manipulating the RenderQueue.
by Horizon
Mon Jul 02, 2007 7:23 pm
Forum: Using OGRE in practice
Topic: Displaying a small model of a SceneNode/Entity
Replies: 3
Views: 598

I think it's possible to do it with a second camera that renders to a small viewport. Although overlapping viewports may be a problem. If you don't want to see anything but the model there, you have to play around with the renderqueue if I remember correctly. Both of these topics (camera's and rende...
by Horizon
Mon Jul 02, 2007 2:35 pm
Forum: Help
Topic: [Solved] Problem with 3rd Person Camera
Replies: 27
Views: 1687

So, the problem is halfsolved. The rendered image is not warping anymore if i move the mouse. But i not get what i want. The problem is, the Camera should rotate AROUND the character, but the camera rotates on its position around itself. How can i realise that? Exactly as Kencho said above. You pro...
by Horizon
Sat Jun 09, 2007 8:49 am
Forum: General Discussion
Topic: Right Brain Games GUI for Ogre [New Release Available]
Replies: 669
Views: 131957

Amazing!
by Horizon
Fri Jun 01, 2007 12:01 am
Forum: Showcase
Topic: Euphonics (arcade shooter)
Replies: 14
Views: 3460

Interesting game. I saw that you use an mp3 for music, does that mean you are syncing the game to the music by hand? If so, wouldn't it be a good idea to make the music using some Tracker (FastTracker, etc) instead, so you could automatically sync to the music as it's played?
by Horizon
Tue Mar 13, 2007 9:04 am
Forum: Using OGRE in practice
Topic: monkeyball clone - tilting a bsp?
Replies: 7
Views: 1292

One problem with tilting only the camera and changing the gravity is that it tilts the level AND all non-static objects in the level. However, writing a method to create the old effect is probably still better than tilting the level, besides, it's nothing more than applying a little force to all non...