Search found 841 matches
- Mon Jan 25, 2016 12:37 pm
- Forum: Coding
- Topic: How not to use casts [an ironical comment]
- Replies: 2
- Views: 20368
Re: How not to use casts [an ironical comment]
I'm currently looking more into modern C++ coding styles and I've got to say: Too many developers (not just random PPS students) write "C code with classes". You might want to call old style C++ "C code with classes" but in the days of C++11 we should definitely start looking into more safe and clev...
- Mon Jan 25, 2016 12:24 pm
- Forum: Content Creation
- Topic: Glow effect
- Replies: 4
- Views: 75635
Re: Glow effect
Awesome. Now it looks like Orxonox was directed by JJ Abrams! ![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Thu Nov 12, 2015 10:31 am
- Forum: Off Topic
- Topic: Delta Time
- Replies: 2
- Views: 58540
Re: Delta Time
Oh, I didn't know our physics engine is capped :oops: Anyway, as long as it's constant it doesn't matter. Well, just as a follow up: Fallout4 has sold over 1.2 million times on Steam in the first 24 hours since its release (including pre-orders). So even though this is a fuck-up, it's not damaging t...
- Tue Nov 10, 2015 3:03 pm
- Forum: Off Topic
- Topic: Delta Time
- Replies: 2
- Views: 58540
Delta Time
When you develop on Orxonox you might have noticed that when we move around things in our world, we do so by multiplying with some delta time. Of course when we apply forces from the physics engine it's a bit different, but in the end proper simulation has to be sure how much time has passed between...
- Thu Oct 08, 2015 1:41 pm
- Forum: Framework Development
- Topic: What's new in core7?
- Replies: 3
- Views: 21722
Re: What's new in core7?
Awesome x3n. Thanks for the contribution and for explaining the changes so clearly. Even I understood what's going on :P I have the same question as muemart. We have modules, libraries and plugins and sometimes the distinction doesn't really make sense (also not when looking at the directory tree). ...
- Mon Apr 27, 2015 4:33 pm
- Forum: Developers' Journals
- Topic: Orxonox mascot
- Replies: 2
- Views: 20123
Re: Orxonox mascot
Yeah, give Orxonox a face
.
Do you have a name for it yet?
![Smile :)](./images/smilies/icon_e_smile.gif)
Do you have a name for it yet?
- Thu Apr 02, 2015 12:11 pm
- Forum: Developers' Journals
- Topic: MasterserverFS15
- Replies: 2
- Views: 19696
Re: MasterserverFS15
Hey there, sounds cool. We recently had a small meeting and discussed the network/multiplayer module and there is definitely some work there. Maybe you can ask Sandro (smerkli) for advice for more ideas about this topic!
- Mon Mar 30, 2015 11:13 am
- Forum: Developers' Journals
- Topic: PPS-FS15: Add / redo / enhance Particle Effects
- Replies: 3
- Views: 62189
Re: PPS-FS15: Add / redo / enhance Particle Effects
Better graphics is always nice!
Cool tool. Seems to be perfect for this use. Too bad there doesn't seem to be a version that runs on Linux machines. I only found the code for the Ogre plugin, but not the editor itself.
Cool tool. Seems to be perfect for this use. Too bad there doesn't seem to be a version that runs on Linux machines. I only found the code for the Ogre plugin, but not the editor itself.
- Thu Mar 05, 2015 2:51 pm
- Forum: Content Creation
- Topic: Quick-Reload of a Level (for Editors)
- Replies: 2
- Views: 20148
Re: Quick-Reload of a Level (for Editors)
Awesome. Step by step, but easy solutions like these help a lot when we don't have an editor yet.
- Sat Feb 14, 2015 6:20 pm
- Forum: Framework Development
- Topic: Improved xml error reporting
- Replies: 6
- Views: 24039
Re: Improved xml error reporting
That is amazing. The fact that buggy levels can't properly be debuged was already a running gag, not this is all a thing of the past. I'm sure this will boost our level creation a lot and also help to properly implement automatic level creation tools for certain parts of our levels.
Great work.
Great work.
- Thu Jan 22, 2015 11:47 am
- Forum: News & Announcements
- Topic: Think Tank 2015
- Replies: 8
- Views: 80692
Re: Think Tank 2015
During the last PPS Convention several students have mentioned difficulties and issues. Maybe we can address those: Lagging AI Code Complexity Blender integration Game Over conditions Also I think several things are being worked on in almost every PPS. Maybe we can look at how these things actually ...
- Tue Jan 20, 2015 3:55 pm
- Forum: News & Announcements
- Topic: Think Tank 2015
- Replies: 8
- Views: 80692
Think Tank 2015
We just decided the date of the next official Orxonox Think Tank: Saturday, 7th February 2015 I really enjoyed the last think tank and developer meeting and I hope this year will be even better. More Details: Time: 15:00 Location: Supercomputing Systems AG, Technoparkstrasse 1, Trakt Edison, 5. Stoc...
- Fri Jan 16, 2015 4:23 pm
- Forum: Content Creation
- Topic: Visualize Collision Shapes
- Replies: 1
- Views: 18815
Re: Visualize Collision Shapes
Wow, this is really cool ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Mon Jan 12, 2015 9:24 am
- Forum: SVN, Wiki, Forum
- Topic: Forum has been moved to new server
- Replies: 9
- Views: 75925
Re: Forum has been moved to new server
Well, it's not easy to get your hands on plutonium, but now all is fine ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Jan 09, 2015 6:12 am
- Forum: SVN, Wiki, Forum
- Topic: Forum has been moved to new server
- Replies: 9
- Views: 75925
Re: Forum has been moved to new server
Since VSETH killed the last new server we didn't have a forum for a while. Now we have a new new server which is the same than the old new server, but without the gaping security holes. Anyway, here's the forum. We're going to move all of our Orxonox tools from the old to the new server in a while. ...