Search found 157 matches

by Kalango
Tue Jul 26, 2011 4:42 pm
Forum: Open Discussion and Dev Announcements
Topic: Hardware instancing patch... please can we get it in 1.8.0??
Replies: 62
Views: 15918

Re: Hardware instancing patch... please can we get it in 1.8

tecan wrote:is anything happening with this ?
Is anything happenning with anything proposed to be added to 1.8 as discussed previously (in a charming full of hope topic with ideas, etc)?
by Kalango
Mon Jul 11, 2011 11:06 pm
Forum: Code Snippets
Topic: Rain trick
Replies: 4
Views: 2140

Re: Rain trick

You could try adding support to mesh particles and then build a custom scene node that alighns with the Y axis.
mesh particls are a nice feature for the engien, and the custom SN is easy business..
by Kalango
Wed Jun 29, 2011 6:46 pm
Forum: Open Discussion and Dev Announcements
Topic: New phpBB3 Forum
Replies: 70
Views: 18754

Re: New phpBB3 Forum

Lol i can have "foes".
Heheheeee... :twisted:
by Kalango
Mon Jun 27, 2011 2:31 am
Forum: Code Snippets
Topic: Native Cg shading language support in Irrlicht
Replies: 13
Views: 4671

Awesome, i intend to chekc it out pretty soon, thanks.
by Kalango
Tue Jun 21, 2011 9:28 pm
Forum: Project Announcements
Topic: Fatality racer game [Help Wanted]
Replies: 9
Views: 2428

If your graphics looked as well polished as the first screen it would look pretty good. So far it look like other Irrlicht games. But its cool!
by Kalango
Wed Jun 15, 2011 4:18 pm
Forum: Open Discussion and Dev Announcements
Topic: Project proposal: IrrTech
Replies: 44
Views: 6607

Maybe it could be a good thing to add to the wiki or the forums the guidelines to make a new compatible working patch to irrlicht and a submit button/form/attachment manager so ppl could submit the patches. The guidelines should be pretty solid and well explained. The patches in approval process cou...
by Kalango
Mon Jun 13, 2011 11:44 pm
Forum: Open Discussion and Dev Announcements
Topic: Project proposal: IrrTech
Replies: 44
Views: 6607

The problem with this idea is that not everybody codes like Irrlict is coded. Some OOP articularities and language convensions are not followed and devs may have to adapt it to be good to read or whatever. Also compatbility and that stuff gets in the way sometimes. And also there is the bloating tal...
by Kalango
Sun Jun 12, 2011 11:23 pm
Forum: Open Discussion and Dev Announcements
Topic: Guess what I found about Irrlicht
Replies: 6
Views: 1412

What most caught my attention actually was the "Development is decreasing"...
Damm....
by Kalango
Sat Jun 04, 2011 5:22 pm
Forum: Open Discussion and Dev Announcements
Topic: Why I selected Irrlicht over Ogre3d
Replies: 22
Views: 18431

You brought the point here. Irrlicht is planned to work on a big range of devices and thats why it still supports old hardware stuff and dx. Also the fixed function pipeline is still here because of this wish to make the engine run anywhere.... I think its a cool thing, but the engine should make de...
by Kalango
Thu Jun 02, 2011 3:57 am
Forum: Open Discussion and Dev Announcements
Topic: Why I selected Irrlicht over Ogre3d
Replies: 22
Views: 18431

One difference i noted on Irrlicht vs shader based engines is..well.. the shader speed.
Much of the irrlicht pos processing and material shader implementation is really slow compared to other engines.
by Kalango
Thu Jun 02, 2011 1:51 am
Forum: Open Discussion and Dev Announcements
Topic: Why I selected Irrlicht over Ogre3d
Replies: 22
Views: 18431

And I really have to agree with devsh, I skipped between engines a lot a couple of years back and I always came back to irrlicht after a while because of its completeness, its flexibility and ease of use, something I never had with an engine like OGRE Sadly enought Ogre has much more to show than i...
by Kalango
Wed Jun 01, 2011 10:31 pm
Forum: Open Discussion and Dev Announcements
Topic: Why I selected Irrlicht over Ogre3d
Replies: 22
Views: 18431

The thing is that most people just want nice looking graphics, etc. Some dont realize the possibilities within irrlicht. Also people think that shaders is what make graphics cool, but a good art is like 80/100 of the beauty. I just wished default CG support within the engine ;D
by Kalango
Tue May 24, 2011 5:05 am
Forum: Beginners Help
Topic: Exporting models from 3Dstudio Max
Replies: 16
Views: 2819

You need to adapt your model to game exporting. First you will need to have only one UV texture map. If you're having trouble you could try to bake the textures from max and then export. The bump mapping (i think its a relief mapping) is only achieved in irrlicht using shaders. The lighting is also ...
by Kalango
Tue May 17, 2011 10:53 am
Forum: Competition Time!
Topic: Screenshot of the Month May 2011 [Winner Announced!]
Replies: 25
Views: 13171

Pretty good DOF, awesome quality!
by Kalango
Wed May 04, 2011 3:36 pm
Forum: Off-topic
Topic: is irrlicht easy to use?
Replies: 27
Views: 4997

Next time we find a spam troll lets post this image to show our feelings:
Image