Search found 2699 matches

by syedhs
Tue May 22, 2018 7:58 am
Forum: Lounge / Off-topic
Topic: State/feedback/rant -> Ogre 2.1
Replies: 13
Views: 1200

Re: State/feedback/rant -> Ogre 2.1

Ogre can actually slide into its own niche - which is professional-hobbyist rendering (or games engine) provided that 1) it has nice tool-chain, from model export down to material editing and world builder (yes world builder). 2) documentation (but this is second reallly).. 3) some sort of scripting...
by syedhs
Fri Oct 13, 2017 11:55 am
Forum: Announcements / News / Information
Topic: [Announcement] Forums updated/ Addon forums to go down
Replies: 40
Views: 3735

Re: [Announcement] Forums updated/ Addon forums to go down

I think the Ogreaddons need to stay, but probably move it to the same server as this forum (if it has not?) and make it read-only. There could be still some gold mines underneath addon forum that make it still worth..
But you mentioned 10 people still using it? Is it active forummers or just lurkers?
by syedhs
Thu May 11, 2017 2:30 pm
Forum: Using OGRE in practice
Topic: Simulate google maps with Terrain component
Replies: 15
Views: 1957

Re: Simulate google maps with Terrain component

My situation is not exactly the same as yours but the concept is very similar.. you page in/out when the objects are near/far respectively. And in your case, this can lots of ManualObjects or Planes which are placed next to each other. And you can keep checking which objects are far/near every 1 sec...
by syedhs
Sun May 07, 2017 1:41 pm
Forum: Using OGRE in practice
Topic: Simulate google maps with Terrain component
Replies: 15
Views: 1957

Re: Simulate google maps with Terrain component

If you are sure there is no heightmap involved, then why are you still trying to use terrain and its corresponding tiles - it is just more complicated with possible fps drop (unnecessary overhead). The grid image you mentioned is exactly what I have done with my own setup - it is far simpler this wa...
by syedhs
Sat May 06, 2017 7:37 am
Forum: Using OGRE in practice
Topic: Simulate google maps with Terrain component
Replies: 15
Views: 1957

Re: Simulate google maps with Terrain component

Hello everyone! 1 - So, my main concern is if using the Terrain component is my best option? As there is no need of heightmap, and therefore the terrain will be flat then just use set of planes placed adjacent to each other as I think it will be far more efficient this way. However, you may have to...
by syedhs
Sat Apr 29, 2017 5:47 am
Forum: Ogre 2.0+
Topic: Polishing the 2.0 branch.
Replies: 8
Views: 612

Re: Polishing the 2.0 branch.

Crashy wrote: As a conclusion, I really want to keep it as it is to my eyes: Mostly a 1.x (entites, materials, etc..), but faster (thanks to the scene manager redesign), and with the new compositor system.
Yes I guess that is the gist, faster scene manager and new compositor system.
by syedhs
Thu Sep 01, 2016 5:44 pm
Forum: Help
Topic: Rectangle2D not showing up
Replies: 3
Views: 1128

Re: Rectangle2D not showing up

Try setting aabInf to something very large (in leu of infinity - may be there is a bug)
by syedhs
Thu Jun 23, 2016 10:25 am
Forum: General Discussion
Topic: master / slave possibilities?
Replies: 8
Views: 3533

Re: master / slave possibilities?

I have done something similar.. and it indeed works. Yes, it is kinda multiplayer and the master will always instruct the slave to move according to its position and orientation. Slave will need to adjust orientation and possibly position too so that the view from three monitors are seamless. But it...
by syedhs
Tue May 03, 2016 10:22 am
Forum: Help
Topic: [1.9] Particle system displayed as ugly quads
Replies: 3
Views: 404

Re: [1.9] Particle system displayed as ugly quads

Maybe put in fog_override in the material will solve it? Or trying turning off fog first.
by syedhs
Wed Apr 27, 2016 7:40 am
Forum: Ogre 2.0+
Topic: Ogre3D as a complete game engine
Replies: 13
Views: 1828

Re: Ogre3D as a complete game engine

It is okay to create 'eco-system' which supports Ogre.. eg:- 1) Create basic world editor. I emphasis the word basic because it can then be used to create more application specific world editor. It pains me when I see many world editor project spawned in showcase project, and then later dies (almost...
by syedhs
Thu Mar 31, 2016 6:36 pm
Forum: Lounge / Off-topic
Topic: DRAM refresh failure ?
Replies: 11
Views: 7868

Re: DRAM refresh failure ?

More often that not, when I encountered DRAM issues I will just take the ram out, and insert them back after 'cleaning' the contact with eraser..
by syedhs
Sat Feb 27, 2016 5:18 pm
Forum: Using OGRE in practice
Topic: How to get a scenenode or a camera i 2.x?
Replies: 7
Views: 1455

Re: How to get a scenenode or a camera i 2.x?

Why dont you create a wrapper yourself.. such as

Code: Select all

void Game::createSceneNode(const String& name, etc etc)
{
   mNode[name] = mSceneMgr->createSceneNode ...
}

SceneNode* Game::getSceneNode(const String& name)
{
  mNode.find(...)
  return node;
}
by syedhs
Tue Feb 23, 2016 9:47 am
Forum: General Discussion
Topic: Eugene on fire!
Replies: 5
Views: 975

Re: Eugene on fire!

It has been a long time that since I first read his few postings and contributions and I wonder when he will be put into Ogre team.. lol He already is. The website announcement hasn't just hasn't been made yet. Yes I know he has been made into the team. I said that long time ago, I saw his big cont...
by syedhs
Tue Feb 23, 2016 5:32 am
Forum: General Discussion
Topic: Eugene on fire!
Replies: 5
Views: 975

Re: Eugene on fire!

It has been a long time that since I first read his few postings and contributions and I wonder when he will be put into Ogre team.. lol
by syedhs
Fri Feb 19, 2016 9:15 am
Forum: Google Summer Of Code
Topic: [GSoC 2016] Idea Discussion
Replies: 22
Views: 16489

Re: [GSoC 2016] Idea Discussion

In the past, Ogre GSOC participation has been limited to graphics rendering functionalities.. how about tool? Will Ogre change its stance so that it will also include tool in GSOC? Examples are blender model support or world editor - revive Ogitor or just build a simple world editor, but easily exte...
by syedhs
Sun Feb 14, 2016 7:27 am
Forum: Lounge / Off-topic
Topic: 24 GB Ram, is it too much as of today.
Replies: 9
Views: 7295

Re: 24 GB Ram, is it too much as of today.

If you have extra RAM slotted already in your machine (and apparently under-used), you probably can transform the excess into ramdrive. I have not done it for a long time, but I have heard that they are useful, provided that you have UPS attached to your computer. Otherwise, a power blackout will ca...
by syedhs
Tue Jan 05, 2016 3:49 pm
Forum: Lounge / Off-topic
Topic: Indie games, highpoly or lowpoly graphics?
Replies: 12
Views: 11223

Re: Indie games, highpoly or lowpoly graphics?

For me, low poly is always faster provided that you can give the same 'theme' to all characters.. with low poly objects, you can skip normal map and this result in faster game production.
In the old time (80s,90s), a lot of games can be produced with small budget, small team etc.
by syedhs
Sat Jan 02, 2016 12:34 pm
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report December 2015
Replies: 10
Views: 31544

Re: [News] Ogre Progress Report December 2015

Maybe it has been proposed before (I don't know), but isn't it possible to start some kind of kickstarter project to create a 2.1 demo with professional artwork/content? That is a very good idea. I definitely will chime in and contribute! I don't speak for all, but I think old but non-active member...
by syedhs
Sat Jan 02, 2016 9:35 am
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report December 2015
Replies: 10
Views: 31544

Re: [News] Ogre Progress Report December 2015

Wow nice update... btw, I think Ogre needs better website, visually.. Maybe just slap in wordpress, find free template and throw in a few nice images.. and done with it.. :) How long do you think you can finish the android, ios and osx? If it takes time (more than 6 months), then probably just relea...
by syedhs
Fri Dec 25, 2015 4:13 am
Forum: Lounge / Off-topic
Topic: What happend with Ogre?
Replies: 214
Views: 60275

Re: What happend with Ogre?

You can always read and browse threads in the topic Ogre 2.0+.
The link is here:-
http://ogre3d.org/forums/viewforum.php?f=25
by syedhs
Wed Dec 23, 2015 1:40 pm
Forum: Using OGRE in practice
Topic: Alpha rejection material cost..
Replies: 2
Views: 1069

Re: Alpha rejection material cost..

Thank you dark_sylinc for the reply. It prevents early depth from kicking in. So if you've got heavy pixel shaders and you're rendering front to back, you won't get the performance boost of having the Z Buffer kill the pixel shaders before they even get to run for the pixels that are hidden. My scen...
by syedhs
Wed Dec 23, 2015 4:44 am
Forum: Using OGRE in practice
Topic: Alpha rejection material cost..
Replies: 2
Views: 1069

Alpha rejection material cost..

Artist have gotten lazy and they simply use material with alpha_rejection in all meshes regardless of the texture transparency. A lot of the textures are not transparent - so the question is, is it worthwhile to remove 'alpha_rejection' for texture with no transparency in it? Will there be any speed...
by syedhs
Sat Nov 28, 2015 12:17 pm
Forum: Lounge / Off-topic
Topic: Estimated FPS gain
Replies: 13
Views: 7798

Re: Estimated FPS gain

Majority (or dare I say, most) games project are CPU-bounded.. :mrgreen:
by syedhs
Thu Nov 26, 2015 7:01 pm
Forum: Ogre 2.0+
Topic: Performance question.
Replies: 5
Views: 695

Re: Performance question.

To begin with you could keep it very simple and only load x sceneNodes per frame? Yes I am also using something similar.. however I divide the world into grids of certain but fixed dimension and then load only n maximum objects per frame - it results in much less frame stutter. However the stutter ...
by syedhs
Thu Nov 26, 2015 6:35 pm
Forum: Lounge / Off-topic
Topic: Estimated FPS gain
Replies: 13
Views: 7798

Re: Estimated FPS gain

One quick and easy way to increase FPS in the case of GPU bound is to move the time consuming code block into FrameListener::frameRenderingQueued. The function is called whenever Ogre has submitted everything to GPU and then, wait for the GPU to finish. GPU bound may mean time taken by GPU is rather...