Search found 41 matches

by Marc
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...
by Marc
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...
by Marc
Wed Jan 24, 2007 3:36 pm
Forum: Bug Reports
Topic: [Solved] Weapon Segfault
Replies: 1
Views: 3363

Fixed on Playability.

Forgot to change the list of a child on destructor.
by Marc
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 ...
by Marc
Mon Jan 22, 2007 7:22 am
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 35943

It uses the material.
It looks like alpha is rendered first and the rendering of the underlying object is cut there due to depth buffer, which is normally caused by no alpha sorting implementation. Am I right with this assumption?
by Marc
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 ...
by Marc
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...
by Marc
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...
by Marc
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...
by Marc
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 ...
by Marc
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...
by Marc
Thu Dec 21, 2006 12:42 pm
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 35943

I know. But it is no segfault with the trunk ... so I'm not sure if it makes that much sense as nobody else is getting it.
by Marc
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 ...
by Marc
Sun Dec 17, 2006 5:12 pm
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 35943

It worked on all our systems including the tardis system. Any chance your compiler is outdated or your project file has some special settings?
by Marc
Tue Dec 12, 2006 9:16 pm
Forum: Developers' Journals
Topic: Vertical Scroller Mode
Replies: 15
Views: 26124

If you checkout the HUD class you will see that there is the needed functionality.
The HUD class shows as well a nice way of taking care that it looks the same on different resolutions (more or less the same, as resolutions that are too different always will look strange).