HomeHome  SearchSearch  RegisterRegister  Log inLog in  

Share
 

 Spark2 Irrlicht integration

Go down 
Go to page : Previous  1, 2, 3
AuthorMessage
granyte



Messages : 53
Date d'inscription : 2012-06-23

Spark2 Irrlicht integration - Page 3 Empty
PostSubject: Re: Spark2 Irrlicht integration   Spark2 Irrlicht integration - Page 3 Icon_minitimeMon Nov 12, 2012 6:27 pm

And here again i come

I implemented a work around in my game because of the scale i use i was running in floating point precision issue near the external limits of a solar system so now my whole world is moving while the camera remain at the world zero.

so i was wondering how i could emulate the "trail" behaviour i had befor with this scrolling world?
would using a non world transformed particle system that would scroll with world with the emiters following the node i wanna leave a trail behind work?
Back to top Go down
Juff
Developer


Messages : 539
Date d'inscription : 2009-07-14
Age : 37

Spark2 Irrlicht integration - Page 3 Empty
PostSubject: Re: Spark2 Irrlicht integration   Spark2 Irrlicht integration - Page 3 Icon_minitimeTue Nov 13, 2012 5:40 pm

What about trying to use a non transformed system (ie at the root of the scene graph) with world transformed particles and using emitters transformed in the hierarchy ? In any case you must not transform particles systems when using transformed emitters anyway.

btw for your issue about float precision, using space partitionning with each sector having its own origin seems like a good solution.
I would be interested in seeing your "universe" in action in the showcase section Wink
Back to top Go down
http://spark.developpez.com
granyte



Messages : 53
Date d'inscription : 2012-06-23

Spark2 Irrlicht integration - Page 3 Empty
PostSubject: Re: Spark2 Irrlicht integration   Spark2 Irrlicht integration - Page 3 Icon_minitimeTue Nov 13, 2012 8:33 pm

thanks alot that's what i was thinking ill implement a particle center point and make all system children of it.

i"m mostly using bullet physic in double precision mode to manage my world so floating point error were only apearing on the renderer because it's only 32bits and thus i implemented the scrolling world hack around to fix the issue and for now it's working fine but maybe later i will be forced to make each planet generate it's own physic world to allow for walking on them or if using a double precision world with scrolling hack is gonna be enough. bull ill figure it later.

I will post in the showcase section probably when i'm gonna do an other video as until now i was not really using spark even if it was integrated and i don't have (yet alot of particle effect)
but if you are interested to look at my actual devlopement take a looka t my blog http://granyte.blogspot.com/

Back to top Go down
Sponsored content




Spark2 Irrlicht integration - Page 3 Empty
PostSubject: Re: Spark2 Irrlicht integration   Spark2 Irrlicht integration - Page 3 Icon_minitime

Back to top Go down
 
Spark2 Irrlicht integration
Back to top 
Page 3 of 3Go to page : Previous  1, 2, 3

Permissions in this forum:You cannot reply to topics in this forum
 :: English Forum :: Questions (en)-
Jump to: