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General Discussion | Forum profile
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Forum profile page for General Discussion on http://www.ogre3d.org.
This report page is the aggregated overview from a single forum: General Discussion, located on the Message Board at http://www.ogre3d.org.
This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional forum profile information for "General Discussion" on the Message Board at http://www.ogre3d.org is also shown in the following ways:
1) Latest Active Threads
2) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.
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Posting activity on General Discussion:
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3 Months
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Threads:
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78
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215
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497
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Post:
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339
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1,603
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General Discussion Posting activity graph:
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Top authors during last week:
user's latest post:
Controlling the player bug! plz...
Published (2009-11-13 17:23:00)
I am curious about that 'node' variable.. Is it going out of scope? How is it declared and defined?
user's latest post:
Deferred Shading - is it the...
Published (2009-11-14 02:08:00)
jjp wrote: UE3 does use something what they call "deferred shadowing", which is why UE3 games don't support anti aliasing when DX9 is used. Crysis also does primarily forward rendering. GTA 4 is a good candidate for deferred shading since a city scenery clearly is a case where being able to use many lights helps Relatively few games actually use deferred shading; STALKER is the canonical example, and there are a few...
user's latest post:
Deferred Shading - is it the...
Published (2009-11-13 20:10:00)
jjp wrote: Any rasterization can be considered as "the first bounce of a raytracer". And even though I don't want to start another discussion on that topic: ray tracing is not the future, it is one technique among several which is advantageous under certain circumstances. It is unlikely that "pure" ray tracing will ever be the first choice for real time graphics. UE3 does use something what they call...
user's latest post:
What are Steam contracts like...
Published (2009-11-10 06:20:00)
Thanks Praetor. I had a look at Microsofts XBLA just as a reference point. Seems they started out offering 70%, which was considered very high, but have since dropped to 35% for indie releases. It sounds like the contracts are generally... not awesome.
user's latest post:
Physics integration with Ogre
Published (2009-11-12 07:04:00)
If you set the Ragdoll class to use convex hulls it'll generate them dynamically from the ogre mesh skelton, so it's very little work in the xml to set up. Primitives are more fiddly. If you only spawn a ragdoll once in a while it's great, but it's not as fast as the primitives when spawning the ragdoll. But unless you're doing a left for dead style game it won't matter (NOT the australian version though )
user's latest post:
Stealth Shader?
Published (2009-11-12 12:49:00)
So I checked out the Fresnel application (very cool, not sure how I didnt see that one in the numerous times I have looked through the demos) and researched this for a while. It seems rather complicated, but would be an effect I would really like to do. So I guess you basically have to do a RTT, apply the Refraction effect, then something else, I cant remember the third step, been reading for too long. It seems the issues that would come up...
user's latest post:
Controlling the player bug! plz...
Published (2009-11-14 06:08:00)
Bug solved, the problem is the default option of config screen: RTT Prefered Mode of OpenGL. If i change from FBO to other, it run normal and now i can debug. Thanks ppl.
user's latest post:
Controlling the player bug! plz...
Published (2009-11-12 23:01:00)
prchakal wrote: Oh man...thanks very much! I forgot the 'this->' on method 'setPlayer'. The real solution is to name your member variables differently from local variables so that they don't get shadowed. A common idiom used is to prefix with 'm' or 'm_' or '_' to keep them seperate, like mPlayer. Doing 'this->' every time is not really a solution IMHO.
user's latest post:
Question
Published (2009-11-08 23:46:00)
like that for example.
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Latest active threads on General Discussion::
Started 2 days, 18 hours ago (2009-11-13 19:03:00)
by Klaim
Never used the skybox but...maybe deactivate mimapping in the texture?
Started 2 weeks, 5 days ago (2009-10-27 16:55:00)
by Tiblanc
Have you tried with vsync on? You probably end up updating the car's position at different fraction of frames which means the movement isn't constant every frame.
Started 17 hours, 23 minutes ago (2009-11-15 20:16:00)
by Kaze Youkai
If your direction's a unit vector, you can just multiply it by 5 and sum it with the position. If it isn't, you should be able to make it a unit vector by calling normalise() on it.
Started 1 month, 1 week ago (2009-10-06 20:44:00)
by calsmurf2904
I'm using Windows 7 x64 Ultimate with Ogre and it fully works, not problems at all.
Started 2 years ago (2007-10-21 22:00:00)
by Zeal
Quote:
The function callbacks all have the following signature: Result MyFunctionCallback(map<string, boost::any>).
Eeek! From my experience boost::any was INSANELY slow. Are you runnign into any performance problems?
And interesting enum/string class. I didnt have time to look at it closely, but you say it gives better performance than using ...
Started 1 day, 18 hours ago (2009-11-14 19:05:00)
by ELO
This is a part of my lua-script, hope it helps. Sorry, this works only in release-mode, because i could not sove a problem with errors in debug mode. Code: Select all function example() winPtr = guiwinman:createWindow( "WindowsLook/IconButton", winName ) winPtr:setProperty( "UnifiedMaxSize", "{{1,0},{1,0}}" ) GUI_loadIconButtonPic(winName, winName .. "Imageset", PicName, ...
Started 4 days, 16 hours ago (2009-11-11 21:02:00)
by jacmoe
No way I am going to waste my time debugging your code. Do yourself a huge favour and learn how to debug . The way you do it, is to get real close to where it fails, by using Step in, Step over, etc. And by setting a breakpoint closer and closer to where it fails. Learn how to use your debugger. Make it your best programming friend.
Started 2 days, 21 hours ago (2009-11-13 16:08:00)
by Noman
Deferred shading is NOT something to choose 'just because', IMO. You stated the main drawbacks of the system, and they are not to be belittled. Also, the implementation is a bit more sophisticated, even after the fact that there have been changes made to Ogre (will appear in main branch in 1.7) that make life easier. If you don't have many lights in your scene I'm not sure the advantages are ...
Started 3 days, 2 hours ago (2009-11-13 11:38:00)
by alberts
I think it could be easier using quaternions. Something like: Code: Select all mRotation = Ogre::Quaternion(roll,Ogre::Vector3::UNIT_Z) * Ogre::Quaternion(yaw,Ogre::Vector3::UNIT_Y) * Ogre::Quaternion(pitch,Ogre::Vector3::UNIT_X); mInitialPosition = Ogre::Vector3(0,0,radious); rotatedPosition = mRotation * mInitialPosition; finalPosition = rotatePoint + ...
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Hot threads for last week on General Discussion::
Started 6 days, 20 hours ago (2009-11-09 17:24:00)
by xavier
It depends on what your needs are. Newton/OgreNewt are much more newbie-friendly, and if you run into limitations with Newton and want to move to Havok, you can replace the calls to Newton within OgreNewt, with similar calls to Havok.
Started 1 week, 4 days ago (2009-11-05 13:23:00)
by jacmoe
Yep - that sounds nice. Like the Unity editor, the Unreal editor is an inspiration for the Ogitor project. I am looking forward to taking the UDK for a spin.
Started 4 days, 16 hours ago (2009-11-11 21:02:00)
by jacmoe
No way I am going to waste my time debugging your code. Do yourself a huge favour and learn how to debug . The way you do it, is to get real close to where it fails, by using Step in, Step over, etc. And by setting a breakpoint closer and closer to where it fails. Learn how to use your debugger. Make it your best programming friend.
Started 1 week ago (2009-11-08 21:40:00)
by spacegaier
Well: Yes , everything is possible as long as you are either a really good and profficient programmer (or have a big team / time doing it for you)... No , since Ogre alone probably won't be enough. You will of course also need a GUI library like wxWidgets or Qt (for an exmaple of Ogre + Qt, search for Ogitor ). But that shouldn't be the problem...
Started 6 days, 21 hours ago (2009-11-09 16:05:00)
by jacmoe
Started 5 days, 9 hours ago (2009-11-11 03:42:00)
by masterfalcon
OIS is not part of OGRE. It's just used for the examples as a standalone, cross platform input library. You can use any input system you like with OGRE. I don't know why OIS was chosen originally but being object-oriented and cross platform are my guesses. Again, OGRE itself does not depend on OIS but the samples and tutorials do.
Started 1 week, 5 days ago (2009-11-04 00:26:00)
by nullsquared
GUI stuff + C# = heaven GUI stuff + C++ = hell
Started 2 weeks, 5 days ago (2009-10-27 16:55:00)
by Tiblanc
Have you tried with vsync on? You probably end up updating the car's position at different fraction of frames which means the movement isn't constant every frame.
Started 1 week ago (2009-11-09 09:46:00)
by jacmoe
I would have thought it was Dia files, but they have a .dia extension ..
Started 5 days, 11 hours ago (2009-11-11 02:01:00)
by jacmoe
Don't use SceneNodes, or anything from Ogre, for your game specific implementation. That's the solution. It's not meant to be used that way. Just let Ogre do the rendering, and do what you gotta do.
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