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  #11  
Old 06-18-2009, 06:10 AM
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SG57 SG57 is offline
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hehe Yea i was still using the one you sent me month ago (or whenever, it was ages ago lol). I haven't converted the 1x1x1 box emitters to point just yet - think it's worth it?
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  #12  
Old 06-18-2009, 06:22 AM
Brick Brick is offline
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Quote:
Originally Posted by SG57 View Post
hehe Yea i was still using the one you sent me month ago (or whenever, it was ages ago lol). I haven't converted the 1x1x1 box emitters to point just yet - think it's worth it?
Hmm that version was about 2revs old.

Point emitter is a bit faster , and since you're using 1x1x1x1 box , then you should better use point emitter(SCALED).

But again , they're both (almost)equally fast.

Last edited by Brick; 06-18-2009 at 06:24 AM.
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  #13  
Old 06-20-2009, 09:15 AM
Brick Brick is offline
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I have added a simple demo , see first page for download links and stuff...
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  #14  
Old 06-20-2009, 10:10 AM
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Nice Brick

jparishy on irc says he's going to look into irrlicht 1.5 and see what he thinks about it on the PSP GU. If all goes well may have to make a lite mod out of that

Oh and by the way, I have ODE physics workin with lite mod - got my map loaded and cubes dropping into the world reacting well.

That's good good news
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  #15  
Old 06-20-2009, 03:13 PM
Brick Brick is offline
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I've checked out IRR'S 1.5 source long time ago. The port is possible(with some limitations to the renderer),
but im not sure if its worth it , since the most interesting feature is the .irr scene support.

Anyway , personally im planning to replace the renderer with the native one(GU) , and after that
i will start working on my own full featured level editor , and an engine that will have full
network support(for example : on-the-fly modifications of textures/geometry via networked applications that
will communicate with each other).

My goal is to create a system that will allow me to create games close to commercial ones on both windows/linux & psp.
Its going to be a pain since i work on about 7 projects at the same time(including an xbl community game 55% complete that i have
to finish , lol) , but i guess i will make it...
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  #16  
Old 07-24-2009, 11:03 PM
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Are there any examples with code that we can look at to see what we need to do to use this?
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  #17  
Old 07-25-2009, 08:15 AM
Dark Chazz Dark Chazz is offline
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Hey man where have you been , long time no see.

Check the first post in the "DEMOS" spoiler.

lte lm is much better than the old junk , the 1st and 2nd winners of Homebrew Idol 2 (SG57 and Brick) used it.
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  #18  
Old 07-25-2009, 09:45 AM
gunman121 gunman121 is offline
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Quote:
Originally Posted by lokiare1 View Post
Are there any examples with code that we can look at to see what we need to do to use this?


lokiare where you been?
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  #19  
Old 07-25-2009, 12:58 PM
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I've been focusing on my college work. I'm just popping in for a bit.
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  #20  
Old 07-25-2009, 01:17 PM
gunman121 gunman121 is offline
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Quote:
Originally Posted by lokiare1 View Post
I've been focusing on my college work. I'm just popping in for a bit.
you never released that last build
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Fat PSP: 1.50 OFW --> 2.80 OFW --> 3.50 OFW --> 3.80 OFW --> 3.90 OFW --> Pandora --> 3.71 m33 --> 3.90 m33 --> 4.01 m33 --> 5.00 m33-3
Slim psp: 3.90 OFW --> Pandora --> Brick(Somehow?) --> DC v7 --> Still brick --> DC v7 format flash1 --> DC v5 --> 3.90 m33 --> 5.00m33-3
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