Search found 41 matches
- Sun Jul 01, 2007 5:51 pm
- Forum: Feature Requests
- Topic: New Graphics Engine for Orxonox
- Replies: 19
- Views: 37479
I got the link to this post from Nicolas So I hope its ok if I write here my point of view: While a new engine would offer new stuff, this does not mean that one has to use it. Already the possibility of any other engine for the following things is already more than a simple reason to consider the s...
- Fri Jan 26, 2007 10:21 pm
- Forum: Feature Requests
- Topic: More Documentation
- Replies: 13
- Views: 28351
I've started to write down the problems I had when using Orxonox at first or during the first weeks. As there is already a programmer FAQ, just with not that much information, I decided to put it there, instead of putting it here on the board, where it will most likely be missed quite regulary, if m...
- Wed Jan 24, 2007 3:36 pm
- Forum: Bug Reports
- Topic: [Solved] Weapon Segfault
- Replies: 1
- Views: 3363
- Wed Jan 24, 2007 1:39 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
It would prevent that the acid splash draws stuff, that is not visible, due to other objects. Currently, the effect is normally only really noticeable if the acid splash is parented to a ship. If it is moving, the effect can normally not be seen, so it is not a critical problem. Acid Splash is only ...
- Mon Jan 22, 2007 7:22 am
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
- Wed Jan 10, 2007 10:06 am
- Forum: Feature Requests
- Topic: More Documentation
- Replies: 13
- Views: 28351
Sorry if it was unconstructive. I'll collect the problems I had and write them down when finished. It were no "core problems", more problems with too many objects that refer to deprecated usage which makes it hard to find the "current implementations". I agree that the collision does not need other ...
- Wed Jan 10, 2007 8:09 am
- Forum: Feature Requests
- Topic: More Documentation
- Replies: 13
- Views: 28351
I'm actually not comparing Orxonox to any "large scale project" I just compare the way the engine behind it works and is handled to some "standards" I got used to when toying around with OGRE, Irrlicht, Blitz3D, Dark Basic Pro and Torque. Even though those engines are much larger in size, they still...
- Tue Jan 09, 2007 9:30 am
- Forum: Feature Requests
- Topic: More Documentation
- Replies: 13
- Views: 28351
The most imporant thing I think which Orxonox codewise needs, is an "introduction" guide. Its like a little trip to hell if you start coding with the engine as it seems to work quite differently compared to other engines. A general idea, behavior etc. guide is badly needed (especially if further PPS...
- Wed Jan 03, 2007 6:15 pm
- Forum: Bug Reports
- Topic: SEGABRT caused by collision
- Replies: 0
- Views: 24656
SEGABRT caused by collision
Currently it seems like the collision system can easily brought into a state were it will segfault. I'm currently trying to replicate the situations. One that caused us quite some headache is below. Description: If the player shoots several waves of swarm missiles as fast as he can, the segfault bel...
- Mon Jan 01, 2007 9:12 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
Billboard added to wobble grid. Done through simple calculations in a function that is called in ticked, which updates the PNode AbsDir, so it can easily be copied to other objects that are in need of it. Next to add is a fluid projectile which uses this grid and the acid spitter. The wobblegrid is ...
- Mon Jan 01, 2007 2:39 am
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
Wobblegrid added. Wobblegrid is an object similar to a regular grid with the difference that it has changing UV data which lets the texture look like it is "organic" or at least alive. What I currently need to add is a billboard routine that works usefully (ie not vector hacking like the billboard c...
- Thu Dec 21, 2006 12:42 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
- Tue Dec 19, 2006 2:29 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
I'm looking forward to the presentation as well because I'm not sure that there will be anything left to show. Due to the "out team" additions to our branch the last 2-3 days, first some minor problems popped up and now the whole movement that was implemented by Michel is that badly broken that you ...
- Sun Dec 17, 2006 5:12 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 35943
- Tue Dec 12, 2006 9:16 pm
- Forum: Developers' Journals
- Topic: Vertical Scroller Mode
- Replies: 15
- Views: 26124