Archive for December, 2008

Loading time issues resolved

December 30th, 2008 No comments

An issue with certain incompatibilities with WordPress plug-in has been fixed so the page no longer takes an excessively long time to load. The rest of the site still functions normally.

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Merry Christmas!

December 29th, 2008 No comments

Rens Creations Christmas

Merry Christmas to everyone, hope everyone had some rather exciting presents they received, I sure enjoyed mine! 2009’s right around the corner, I’m quite curious to see what’ll be happening next year.

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December 19th, 2008 No comments

Ogre was increasingly difficult for me to manage, so once again I had moved engines. It’s always a good idea to stick with something, but for someone who has not had extensive knowledge previously in programming, Ogre was not the best way to do things.

So I moved to Irrlicht. Irrlicht seems quite similar to Ogre3D. It uses some similar features which helps with the migration to the new engine, but it is a lot easier to manage. No external plug-ins are required for most basic actions, and it is more than just a rendering engine with all of the features included. It is no way actually better than Ogre, and it may even have some slightly outdated features, but what I’m really enjoyin so far is the ease of use of it. It’s not a “click this and let the program do it for you” engine as it still gives you direct control over everything you do, and then there’s always the additional plug-ins I can include such as PhysX, FMOD, and so on.

I’ve been mostly just playing around in Irrlicht and finishing the tutorials. I tried to combine some of the features in the tutorials and have come up with a nice little demo that I’ve actually spent some time on. The difference between the demo I use and the original tutorial I based it off is that it allows the user to move around while using collision detection on the walls and further user control on the parallax mapping involved in the scene. There are a few smaller features available which can just be seen in the changelog and such.

Download V1.1

It is NOT a game, it is simply show casing these features.

A reasonable graphics card is required for anyone willing to see the full effect of Parallax mapping on the walls, which requires at least Pixel and Vertex Shader 2 on your graphics card. I am running the demo at roughly 1000 frames per second with a 2 year old computer. (A 8800GTS graphics card).

The source file is included for anyone who shares interest in programming, though please don’t ask me how to open a ‘cpp’ file.

Instructions: Extract the contents to any place of your choice and open the example.exe file. Be sure to read the readme.txt, it has some useful information.

Move around with W, A, S and D and the mouse. Use Q, E, Z and C for various scene tweaks. No fancy nuclear weapons yet.


Core i7

December 16th, 2008 No comments

Core i7. The new CPU architecture from Intel. It has now been out for about roughly 2 weeks, and it’s both cheaper and faster than the almighty QX9950 processors. Though Cheaper might not be the correct word.

There are 3 models. The 920 – 2.66ghz ($400ish) , 940  – 2.93ghz ($600ish) and 965 3.2Ghz (a mighty $2000-3000ish).

The cheapest of these, the 920 has beaten the QX9950 processors in most performances tests, which is great because it is faster and cheaper, and shows the Core i7 is a great and succesful starting architecture from Intel.

Some of the highlights are that it uses multi-threading, last seen back in Pentium 4 processors. The Core i7 chips are basically quad cores, but use two logical threads, so now you can brag how you have 8 logical cores!

Some of the performance gains seen such as Crysis’s 40% framerate increase, and a 30-second faster rendering time in most rendering benchmarks really show what the new i7 range has to offer.

i7 is to be described as the high-end range of the new architecture, with Core i5 chips coming out later early next year for mainstream usages, and obviously a lower price.

The downsides however, are the low overclocking abilities and the lower performance in certain games, as games rely heavily on the L2 cache of a CPU, where the older CPUs actually have performance gains over these chips. Hopefully we’ll see fixes to this soon, so I’d stay tuned for this big improvement. It has a lot of potential for 2009.

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More Ogre

December 4th, 2008 No comments

I’ve began to look a little more into Ogre recently and have learned a little bit more. I’ve installed all I need so far without any noticable problems, and I’ve started on the tutorials. It may not be much, but I’ve got to make a start somewhere.

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