Search found 157 matches

by Kalango
Sat May 22, 2010 5:52 pm
Forum: Game Programming
Topic: Hey I'm bored, want to help with some game
Replies: 16
Views: 5463

So...you basecly want people to share projects with you following your own requirements?
seriously?
...
by Kalango
Mon May 17, 2010 12:18 am
Forum: Project Announcements
Topic: We finished the Spacework
Replies: 22
Views: 4198

It looks pretty good and well polished, but for starters is hard to make it on the game since it lacks of clear objetives and some gameplay guidance...
Loved your GUI btw.
by Kalango
Sun May 16, 2010 1:19 am
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6820

Also, Also, rtts ou can simulate post processing via software...its slow tho... What do you mean by this? it means you can simulate post processing manipulating pixels of some render target. You 'save' your screen shot to a texture, manipulate it and then put it on the screen(screen quad). Aint i r...
by Kalango
Sun May 16, 2010 1:11 am
Forum: Off-topic
Topic: [code::blocks]How do i achieve this box for...
Replies: 7
Views: 801

Try to make your class paths as include paths for the compiler options..
It should work... codeblocks is not 100% with the code completion box.
You could also try code lite... for developing...
by Kalango
Sat May 15, 2010 8:23 pm
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6820

Also, rtts ou can simulate post processing via software...its slow tho...
by Kalango
Sat May 15, 2010 5:46 pm
Forum: Open Discussion and Dev Announcements
Topic: support for multi-pass shader
Replies: 17
Views: 6820

The only poblem is that this is slower thandefault multipassing or backbuffer acess.
Here is Sio2's examples:
http://sio2.g0dsoft.com/modules/wmpdown ... .php?cid=1
Some are open sourced, other are not.
by Kalango
Thu May 13, 2010 8:33 pm
Forum: Project Announcements
Topic: Bored programmer series
Replies: 25
Views: 7350

Not as a tutorial, but as a separate downloadable examples or as a performance test.
by Kalango
Thu May 13, 2010 5:48 pm
Forum: Project Announcements
Topic: Bored programmer series
Replies: 25
Views: 7350

Pretty cool indeed, would be nice that these examples would come with irliht sdk....just fo fun...
by Kalango
Tue May 11, 2010 3:45 pm
Forum: Open Discussion and Dev Announcements
Topic: Pimp irrlicht website
Replies: 114
Views: 26151

"It abandons one of our core goals: keeping Irrlicht compatible with old hardware." - Adding stuff that won't run on old hardware doesn't mean that the engine is suddenly incompatible with old hardware. The programmer using Irrlicht can chose between using the older code, or, if they're t...
by Kalango
Thu May 06, 2010 3:04 pm
Forum: Beginners Help
Topic: another newbie question
Replies: 10
Views: 606

Yeah, knowin what you want to do will lead the way for learning stuff an also keep you going withou giving up. I sugest that you start with simple stuff(thats why i sugested the game makers, wich are not hat restrict nowdays). As Acki said, Irr is only for grapics and inputs, you'll have to research...
by Kalango
Thu May 06, 2010 2:35 am
Forum: Beginners Help
Topic: another newbie question
Replies: 10
Views: 606

Well, c++ (and most of the programming languages) is a bit hard for starters to code a game right away. But there are actualy some books that teach programming in a game driven method. Instead, imo, i think you should start with easy stuff like game makers or game-ready enviroments like unity engine...
by Kalango
Mon May 03, 2010 3:33 pm
Forum: Open Discussion and Dev Announcements
Topic: What are the plans for Irrlicht 1.8 and further?
Replies: 264
Views: 52625

Dont know about 'deafult' shaders (post processing scene node may sound good to save us time doing it but still....). But a nice pimp out of shader models and improved mesh loaders. Also way more than 4 texture maps/mesh, like...8. PS: a nice tutorial or example about projection matrices in irrlicht...
by Kalango
Mon May 03, 2010 1:00 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht feature enhancements
Replies: 28
Views: 4126

I dont agree with the 2 version splittin thing, i think it woul require too much time of the devs (who also have beter stuff to do). Also, the water scene node can stay as long as it does not hurt anyone(...hurt..how?). My point is that the engine itself is getting passed too easy. I'm afraid that i...
by Kalango
Mon May 03, 2010 2:56 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht feature enhancements
Replies: 28
Views: 4126

Not just D3D8, but some stuff like reduced support for some kind of shader models. Also Cg support shoul already be deafult (since the patch look pretty good already). Also "simple" stuff like video playing for default and so on... You can say "do it yourself", but i say "if...
by Kalango
Mon May 03, 2010 2:18 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht feature enhancements
Replies: 28
Views: 4126

Well i do not agree with all that has being said. As important as old versions compatibility may be, it is also important for irrlicht to get up to new technologies and stuff that can bring people (specially more devs) to the engine. I am sorry but i will have to compare Irrlicht to Ogre-like engine...