Search found 15 matches

by Legion
Wed Apr 11, 2007 5:31 pm
Forum: Open Discussion and Dev Announcements
Topic: Volumetric textures
Replies: 9
Views: 891

Alot of uses are possible.
For example,
volumetric fog, more realistic explosions based on procedural noise.
All in all they're quite handy :-)
by Legion
Wed Apr 11, 2007 4:55 pm
Forum: Open Discussion and Dev Announcements
Topic: Volumetric textures
Replies: 9
Views: 891

Volumetric textures

Hello. Im currently working on adding volumetric texture support into irrlicht. I'll try to get it accepted into the engine when it's completed. Biggest issue is design, all texture & image handling in irrlicht is 2d centered. The quick way is to add methods such as s32 getDepth(), as it wouldn'...
by Legion
Thu Mar 08, 2007 10:56 pm
Forum: Advanced Help
Topic: Carving a mesh
Replies: 10
Views: 1275

There are several approaches on how you can do CSG.
One common way is to use BSP tree merging to perform boolean operations.
by Legion
Tue Dec 26, 2006 11:28 pm
Forum: Open Discussion and Dev Announcements
Topic: Support for "NULL" materials
Replies: 4
Views: 442

node->isVisible(false); I think this shud work???? No, we're talking about selective polygons, not nodes. That is polygons with a certain material are culled in the rendering cycle. But yeah, splitting the mesh would work, mostlikely not in realtime :/ Im doing a seamless design where the entire wo...
by Legion
Tue Dec 26, 2006 6:29 pm
Forum: Open Discussion and Dev Announcements
Topic: Support for "NULL" materials
Replies: 4
Views: 442

Support for "NULL" materials

Hey. Im currently building collision support into my game and i noticed the absense of a NULL material. Ok, let me explain: In certain games it's very common that you build solid collision primitives, these are only part of collision detection/handling and shouldn't be rendered. This is to keep the ...
by Legion
Fri Dec 22, 2006 3:10 pm
Forum: Open Discussion and Dev Announcements
Topic: animation in 2D fighting game
Replies: 3
Views: 554

In my game i wrote a new scenenode for animated sprites. (based on the standard billboard scenenode) Which can do frame animation, translations(x,y) since sprites have virtual depth, scaling etc. Hm maybe i should separate it from my game and write up a tutorial. Since it might be useful for more pe...
by Legion
Thu Dec 21, 2006 2:01 pm
Forum: Bug reports
Topic: Found two texture bugs while upgrading to irrlicht 1.2
Replies: 2
Views: 392

Going to try to hunt this bug down.
So damn weird that PNG,TGA etc will work but not BMP.
Something is fishy, since BMP will work from direct3d :O
Check the mainpost for screenshot,
to replicate it do a billboard scenenode with a odd width BMP texture.
by Legion
Tue Dec 19, 2006 6:40 pm
Forum: Bug reports
Topic: Found two texture bugs while upgrading to irrlicht 1.2
Replies: 2
Views: 392

Found two texture bugs while upgrading to irrlicht 1.2

Upgrading my game to use irrlicht 1.2 and i ran into a few problems. With OpenGL, BMP textures just won't draw properly. Narrowing it down it seem that if the texture width isn't even, it will not draw as it should. Eg. 26x69 will work, but not 25x69. This seems to be related to BMP only. Quite weir...
by Legion
Thu Nov 16, 2006 8:43 pm
Forum: Open Discussion and Dev Announcements
Topic: Multithreaded Irrlicht
Replies: 19
Views: 2216

True forking is NOT threading, when you fork you clone the process, splitting it into two independant address spaces. vfork on the otherhand won't duplicate the memory pages and can be used, but it's not recommended. Basicly all unix systems i've come accross supports pthreads, if they are somewhat ...
by Legion
Tue Nov 14, 2006 6:03 pm
Forum: Open Discussion and Dev Announcements
Topic: Multithreaded Irrlicht
Replies: 19
Views: 2216

There is no easy solution to just "threading" code. Alot of special care has to be taken when writing threaded programs. As a rule of thumb, if parts of your program can be independant, you can easily thread them. Eg. running your soundengine from a separate thread from the 3dengine. Howev...
by Legion
Thu Nov 09, 2006 12:05 am
Forum: Game Programming
Topic: irrXML generating EXN_ELEMENT_END twice(easy fix)
Replies: 0
Views: 1323

irrXML generating EXN_ELEMENT_END twice(easy fix)

EDIT: There was supposedly an API function called isEmptyElement(), I didn't notice it, not enough coffee i guess, but the rootelement generating EXN_ELEMENT_END twice is still a bug! <?xml version="1.0"?> <XML> </XML> In this example, with the following code: static int begs = 0; static i...
by Legion
Sat Nov 04, 2006 6:31 pm
Forum: Open Discussion and Dev Announcements
Topic: Best Engine Compare
Replies: 25
Views: 7362

Re: Sorry...

Irrlicht might benefit from a LGPL license. Just for info, the irrlicht license was the main reason for me to chose that engine over ogre. Not because i want to hide my changes to the engine, but simply because a lgpl licensed engine can't be used in a legal way when porting a game to game consoles...
by Legion
Fri Nov 03, 2006 7:10 pm
Forum: Open Discussion and Dev Announcements
Topic: Windowed mode mouse clipping suggestion
Replies: 2
Views: 589

I see, didn't know about that windows API function heh
Well that makes everything easier.
by Legion
Wed Nov 01, 2006 6:12 pm
Forum: Open Discussion and Dev Announcements
Topic: Best Engine Compare
Replies: 25
Views: 7362

One of the strong points of Irrlicht is the non restrictive license. Also it's very easy to use & extend. Heck, it took me a couple of minutes to get ready to integrate it into my already started project, without having ever used it before. The Unreal engine has a long history, therefor more mat...
by Legion
Sun Oct 29, 2006 5:25 pm
Forum: Open Discussion and Dev Announcements
Topic: Windowed mode mouse clipping suggestion
Replies: 2
Views: 589

Windowed mode mouse clipping suggestion

Hey! My suggestion is adding support for mouse confinement in windowed mode. (clipping) This isn't really an extremly important feature, normally it's ok if the mouse isn't locked to the window. It can bring some annoyment though especially in point and click games, in my case an RPG game, if you ha...