Search found 1013 matches

by greenya
Wed Nov 06, 2013 6:30 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175866

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Next Lime version will be released sooner than Irrlicht 1.9. But not this week for sure, more likely 1-2 weeks later.
by greenya
Wed Nov 06, 2013 10:44 am
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175866

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Hello.               /* can't find lime equivalent             material.MaterialTypeParam =                 irr::video::pack_texureBlendFunc(irr::video::EBF_SRC_ALPHA,                     irr::video::EBF_ONE_MINUS_SRC_ALPHA,                     irr::video::EMFN_MODULATE_1X,                     irr::...
by greenya
Tue Oct 01, 2013 8:05 am
Forum: Everything 2d/3d Graphics
Topic: Post your Irrlicht gameplay video here
Replies: 265
Views: 186253

Re: Post your Irrlicht gameplay video here

Small demo video of a new Irrlicht Lime example - L18.LightningShots.
http://youtu.be/vZ3oMkXtpE0
P.S.: I use triangle selector for each ball to pick nearby triangles. To make lightning slide by triangles, i use Triangle.GetClosestPointOnTriangle() for each of them.
by greenya
Mon Sep 30, 2013 7:03 pm
Forum: Competition Time!
Topic: Screenshot of the Month October 2013 [Winner Announced!]
Replies: 23
Views: 14603

Re: Screenshot of the Month October 2013 [Submit now!]

Those balls need some soft particle-ing. Maybe. But i just tryed to implement an idea, its not optimized enough and i will not do it, to stay example simple and clean. For instance i draw only lines very fast (each lightning includes 10 lines) and i do draw them all in single call (all lines from a...
by greenya
Mon Sep 30, 2013 3:02 pm
Forum: Beginners Help
Topic: Source rectangle of texture
Replies: 2
Views: 418

Re: Source rectangle of texture

Generally i know two ways: 1) modify texture coords of the mesh; 2) modify texture matrix of the material. First case is not possible for billboards, because IBillboardSceneNode doesn't expose the mesh. Second way is possible, because it inherited from ISceneNode, which has getMaterial(). So you can...
by greenya
Mon Sep 30, 2013 2:09 pm
Forum: Competition Time!
Topic: Screenshot of the Month October 2013 [Winner Announced!]
Replies: 23
Views: 14603

Re: Screenshot of the Month October 2013 [Submit now!]

LightningShots
Image
LightningShots - a new Irrlicht Lime example.
User can shot balls of light which reacts with all nearby geometry by drawing lightnings to it.
p.s.: soon i will post video at "Post your Irrlicht gameplay video here" topic.
by greenya
Sun Sep 29, 2013 7:46 am
Forum: Project Announcements
Topic: Build A World - new massive game, using Irrlicht
Replies: 434
Views: 675214

Re: Build A World - new massive game, using Irrlicht

That's more like Destroy A World :)
by greenya
Fri Sep 27, 2013 8:20 am
Forum: Project Announcements
Topic: Build A World - new massive game, using Irrlicht
Replies: 434
Views: 675214

Re: Build A World - new massive game, using Irrlicht

That looks very impressive.
Good job! :)
by greenya
Thu Sep 26, 2013 8:52 am
Forum: Beginners Help
Topic: How to to access nodes loaded from an *.irr file [RESOLVED]
Replies: 3
Views: 453

Re: How to to access nodes loaded from an *.irr file

I didn't tested, but i guess you can use Id attribute to identify each node, just make sure each node you need has its own unique Id value. For example:     <node type="cube">         <attributes>             <int name="Id" value="100022" /> Then, in the code, after you...
by greenya
Tue Sep 10, 2013 10:34 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175866

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

I don't really get what is the problem. If generation time of some colors take so much than why you just don't pre-generate them all? Why do you need to generate the colors in the Irrlicht thread? Maybe you can do it in WPF thread, when user selects a color, you just pass it to the Irrlicht thread. ...
by greenya
Wed Aug 28, 2013 5:37 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175866

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

...a plane with a texture repeated across it. Hello! Well, your first approach was right, the second one i didn't tested. Anyway, the problem was that GetTextureMatrix() returns a copy of the matrix, so the intention is that you save it, make changes and call SetTextreMatrix(). I made next code wit...
by greenya
Mon Aug 19, 2013 12:50 pm
Forum: Project Announcements
Topic: Linux compatible .Net bindings for irrLicht
Replies: 32
Views: 8186

Re: Linux compatible .Net bindings for irrLicht

Well, i don't think i can help you here, because i don't know what is SWIG, and how do you plan to compile managed c++ on Linux. That is beyond my understanding :)
by greenya
Sun Aug 18, 2013 8:32 pm
Forum: Project Announcements
Topic: Linux compatible .Net bindings for irrLicht
Replies: 32
Views: 8186

Re: Linux compatible .Net bindings for irrLicht

roxaz wrote:btw greenya expressed any interest in this?
I'm here. What do you need?
by greenya
Thu Aug 15, 2013 10:21 am
Forum: Beginners Help
Topic: Retrieving scene node count
Replies: 3
Views: 470

Re: Retrieving scene node count

The is no method to get count of scene nodes. And i don't see the point of it, maybe only for statistics. To calc node count you can go though all child nodes of the root node of scene manager, and then go to their child nodes and so on. I suggest you to add nodes by layers, so you create so empty n...
by greenya
Sun Aug 11, 2013 10:53 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 175866

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Thats some true street magic is going on at GarbageCollect() :)