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Ogre Forums - www.ogre3d.org | Site profile
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Site profile page for http://www.ogre3d.org.
This report page has aggregated and summarized the online discussions from the Message Board located at http://www.ogre3d.org.
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2) Top 10 Site Forums
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Posting activity table on Ogre Forums:
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3 Months
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420
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1,610
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4,264
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Post:
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1,226
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4,389
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11,367
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Rating - The position measured by activity among all forum sites tracked by BoardReader.
If rating is 10 there are 9 forum sites which have higher activity.
Posts - Number of posts on forum site during last 7 days.
Threads - Number of threads on forum site active during last 7 days.
Authors - Number of authors which contributed to the site within last 7 days.
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Ogre Forums posting activity graph:
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http://www.ogre3d.org Alexa graph:
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Top authors on Ogre Forums during last week:
user's latest post:
Question
Published (2009-11-08 23:17:00)
And, to iterate the point: Ogre is not a game engine, it's a rendering engine. So, unless you plan to make a game which does nothing but render, you need other libraries, and a framework to bind them. And some people to write a scripting language on top of it all. Like the Unity team has done (for Unity).
user's latest post:
Question
Published (2009-11-08 23:35:00)
pauloogre2010 wrote: by saying well, instead of making the games through a compiler, I was saying that an editor is useful for the ogre. The 3d editor is where you use it, you can add 3D models in the virtual world can move to rotate the object, change the parameters, the behavior for the character AI, physics, particles Emmiter etc ... where have all the tools needed to make a game, which the editor is included it the engine ogre. Sounds...
user's latest post:
Question
Published (2009-11-08 23:02:00)
jacmoe wrote: Or, if you mean material scripts, etc - use NotePad++ - for now. That's excactly my point. I have no idea what the topic owner is up to !
user's latest post:
Git, Mercurial or Bazaar - which...
Published (2009-11-07 13:31:00)
typist wrote: According to Mercurial Hosting , since 03 Nov 09, SourceForge has started offering Merucurial support . At version 1.1.2 yes, and without any support for server-side forking for user repositories. Google Code also supports Mercurial hosting but they only allow pushing via https, which I had timeout problems with on big uploads, and again no community participation via hosted forks. BitBucket offers ssh access which I needed for...
user's latest post:
Exception after fullscreen in...
Published (2009-11-08 22:16:00)
Try: How to create full screen window and The MFC way you need to call GetSystemMetrics for calculating the size of the title bar and windows border
user's latest post:
Question of sharedptr
Published (2009-11-06 11:09:00)
This is incorrect usage. You must give the raw pointer to only one shared pointer. After that, copy from the shared pointer. Code: Select all int* pp = OGRE_NEW_T(int,MEMCATEGORY_GENERAL); SharePtr<int> sp(pp,SPFM_DELETE_T); SharePtr<int> sp2(sp); That your code worked with ned is probably a coincidence. Don't rely on it.
user's latest post:
Unreal Development Kit is free...
Published (2009-11-08 14:37:00)
After a little experimentation, the glamour is wearing off for me. I don't like UnrealEd's brush construction method at all, it's very slow compared to what I'm used to. And I don't like their lighting model either. It's overcomplicated, there are way too many tweaks and settings for lights, and the end result doesn't seem to justify it. They still use lightmaps as well as proper dynamic lights, but the...
user's latest post:
Ogre Compositor, error...
Published (2009-11-08 09:48:00)
Can you specify which version of Ogre you're using, and perhaps provide a snippet of the code you wrote in your app?
user's latest post:
ideal game texture sizes
Published (2009-11-08 17:39:00)
jjp wrote: Vectrex wrote: Unfortunately artist tools are pretty crappy, so you can't really model in hires and skin it expecting to later on reduce the polys etc. With ZBrush or Mudbox you can (of course most of the time reducing mesh complexity has to be done manually) and do sculpt and paint a high resolution model and then produce your low/mid poly art from it. I would not call these tools crappy I mostly mean reducing the polygons on...
user's latest post:
Bug in GLRS regarding uniform...
Published (2009-11-08 22:51:00)
Here the image with enabled skybox (fixed function material used -->mSceneMgr->setSkyBox(true, "Examples/SceneCubeMap2"); )
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Top 10 active forums on Ogre Forums during last week:
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Top 10 forums on Ogre Forums:
Help
- 23,590 posts
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General Discussion
- 13,912 posts
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Showcase
- 12,439 posts
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Using OGRE in practice
- 11,809 posts
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Developer talk
- 6,759 posts
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Lounge / Off-topic
- 6,631 posts
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Back to Basics
- 3,869 posts
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Artists & Content Creators
- 3,549 posts
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Feature Requests
- 1,482 posts
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Google Summer Of Code
- 1,154 posts
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Latest active threads on Ogre Forums:
Started 1 day, 4 hours ago (2009-11-09 12:20:00)
by sinbad
This is a good idea. However I think it would be best to have a LT_CUSTOM entry just to keep the enums predefined and the logic simple for identifying non-standard lights, and then have an additional 'customID' flag which users can use to subclassify their custom lights if they want to. The render queues had a valid reason for needing values between the standard values, since lights don't I ...
Started 1 year, 11 months ago (2007-12-07 23:38:00)
by oddrose
really nice style you've got on the pic there...haven't checked the blog yet though
I simply can't get enough of off-proportioned characters. It makes me all tingly=) _________________ Fredrik Johansson
Game Blog | Portfolio
Started 1 day, 22 hours ago (2009-11-08 18:47:00)
by spacegaier
Ehmm...how about telling us what kind of errors? Unfortunately, we are no visionaries here .
Started 23 hours, 47 minutes 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 20 hours, 40 minutes ago (2009-11-09 20:31:00)
by Jabberwocky
From ogrecamera.h Code: Select all /** Tells the camera whether to yaw around it's own local Y axis or a fixed axis of choice. @remarks This method allows you to change the yaw behaviour of the camera - by default, the camera yaws around a fixed Y axis. This is often what you want - for example if you're making a first-...
Started 22 hours, 12 minutes ago (2009-11-09 18:59:00)
by jacmoe
If you insist on running it through the debugger from Visual Studio in release mode, remember to set your projects debugging properties. Just like it's done in debug mode.
Started 2 weeks, 6 days ago (2009-10-21 14:18:00)
by Jorgon
My day job is working with databases and working in .Net. I have also participated in a couple Give Camps where we had to create large data layers on extreme time limits. I will be referring to .Net in my post. I have dealt with a couple ORM libs and manual CRUD. Of the ORMs, I have used Castle Activerecord the most, which uses/simplifies NHibernate. I have also played with Telrik's ORM, but not...
Started 21 hours, 18 minutes ago (2009-11-09 19:53:00)
by chaosavy
Not sure exactly what the issue is but two things to look out for, make sure that your mesh is oriented properly before you export and try not to use ->getPosition instead try using ->_getDerivedPosition which is the world/true position In case you aren't sure what the difference is: you have 2 nodes node 1 is the parent node, and node 2 is the child node of node 1 Node 1'2 position is (10,10...
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Hot threads for last week on Ogre Forums:
Started 5 days, 3 hours 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 3 weeks, 2 days ago (2009-10-18 15:21:00)
by mirlix
I tried both, git und mercurial. Used each one in one project and after that decided that I liked mercurial more. I testet it only on windows mit tortoise, so I cant say if I woudl have picked git on linux. But on Windows I like tortoisehg more and it was a lot easier to use it and transfer already learned concept from cvs and svn over to hg. With git I always had some sort of stupid eror message...
Started 6 days, 16 hours ago (2009-11-04 00:26:00)
by nullsquared
GUI stuff + C# = heaven GUI stuff + C++ = hell
Started 7 months, 3 weeks ago (2009-03-19 11:28:00)
by tuan kuranes
I do like the idea of "samples plugins" and "sample framework" so that contributors/addons could add their own. but you'll have to develop furter the framework idea. - A 'resource/renderer/ogre plugin/ scene manager/requirements( opengl only, dx only, dll needed, etc.)' context per sample ? which would lead of a more complete samples.cfg description per section ? - Can you clarify if you want ...
Started 1 week, 2 days ago (2009-10-31 21:55:00)
by jacmoe
IndieZen sounds an awful lot like that. Or, Open Game Engine, for that matter. (Which was borne out of an extremely similar topic some years ago)
Started 5 days, 10 hours ago (2009-11-05 06:54:00)
by xavier
Smaller by a factor of 4 at least. High res textures in a game usually are in the 512x512 range, and generally smaller textures are used (128 and 256 being relatively common). 2048 is simply insane. Mipmapping will force much lower resolution versions to be used for rendered pixels anyway (you will almost never see the top mip level, and that will be only when you are super close up on your ...
Started 1 year, 11 months ago (2007-12-07 23:38:00)
by oddrose
really nice style you've got on the pic there...haven't checked the blog yet though
I simply can't get enough of off-proportioned characters. It makes me all tingly=) _________________ Fredrik Johansson
Game Blog | Portfolio
Started 1 day, 19 hours 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 2 weeks 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 5 months, 3 weeks ago (2009-05-21 21:07:00)
by sinbad
My guess is that std::tr1::hash will now replace stdext::hash_compare in VC10, as it did in gcc 4.3. So this section will have to be adjusted to check the VC version and use that instead, probably. Patch welcome if you can test it.
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