Search found 46 matches

by erwincoumans
Sat Jul 09, 2011 7:30 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173105

Re: Re:

The mentioned low level framework is proprietary, and possibility of releasing it is not entirely up to me, while I can of course discuss this with my colleagues.. Please do so and let us know. I know a fellow developer has open sourced his framework though, which seems to fit your wishes. It is ca...
by erwincoumans
Fri Jul 08, 2011 8:53 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 173105

Re:

We just released Stair Dismount for Android: https://market.android.com/details?id=com.secretexit.dismount Go get it, it's free, and tell all your friends. ;-) It uses Irrlicht, just like the iPhone/iPod touch/iPad version (same codebase). We have our own lowlevel framework though where we just hav...
by erwincoumans
Fri Jan 08, 2010 8:21 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 170737

It would be good if both projects can benefit from eachother. Agreed. I just browsed the irrb user manual and it looks nice. Our gamekit project has similar features to Tubras, and perhaps we can add a similar walktest like 'iwalktest' to gamekit. Also you might want to add rigid body constraint su...
by erwincoumans
Thu Jan 07, 2010 3:46 pm
Forum: Project Announcements
Topic: Direct3d11-Irrlicht
Replies: 47
Views: 11236

first working directx11 driver ^^ i've no much time for my work... [i'm at work [including travel] from 6am to 7pm] :? [...] stay back for more information [i don't remember if is the right phrase]... Congrats. It would be interesting to have access to DX11 compute shaders in Irrlicht! Cheers, Erwin
by erwincoumans
Wed Jan 06, 2010 7:59 pm
Forum: Project Announcements
Topic: irrb 0.4 (Blender Exporter)
Replies: 330
Views: 170737

To be truthful, the only reason I would abandon irrb is readblend , but I'm still working out the pros/cons in my head of whether or not it makes sense to do so. Eventually I'll solicit the communities thoughts in a separate thread. No need to drop your irrb project, both irrb and readblend have th...
by erwincoumans
Tue Dec 01, 2009 10:20 am
Forum: Beginners Help
Topic: Irrlicht animation system limitations?
Replies: 1
Views: 322

Irrlicht animation system limitations?

3DModelerMan has issues with the Irrlicht animation system, and mentions that 'retargeting' and 'IK' is preventing him from using it. I'm not getting more details from him, perhaps someone else can try it? Are the Irrlicht developers aware of those shortcomings, and planning to improve things in the...
by erwincoumans
Tue Dec 01, 2009 10:14 am
Forum: Off-topic
Topic: Cal3D still in development?
Replies: 10
Views: 1958

'retargeting' is too vague. Can you explain more in detail why Irrlicht isn't a good animation system?

Cheers,
Erwin

BTW: as a last resort, you might want to check out the latest Ogre 1.7 trunk, it is MIT licensed now.
by erwincoumans
Sun Nov 29, 2009 6:12 pm
Forum: Off-topic
Topic: Cal3D still in development?
Replies: 10
Views: 1958

Can you go more into detail about 'retargeting'?

Have you asked the Irrlicht developers how to achieve this particular feature in the animation system?
by erwincoumans
Sat Nov 28, 2009 4:05 pm
Forum: Off-topic
Topic: Cal3D still in development?
Replies: 10
Views: 1958

Lack of IK I understand. Can you explain more in detail what you mean by better animation blending? Does Irrlicht not do it? I'm interested, because I am about to look into an animation system for my gamekit project, and was about to digg into Irrlicht. It is good to know the limitations in advance....
by erwincoumans
Sat Nov 28, 2009 3:15 pm
Forum: Off-topic
Topic: Best Physics engine to integrate in irrlicht(physx ||bullet)
Replies: 3
Views: 1376

Bullet uses the same license as Irrlicht, the Zlib license. That is a much better license than the closed source PhysX license. The vehicle example in the Bullet SDK is meant as a starting point, but you are expected to write most of the vehicle implementation yourself: most commercial games use the...
by erwincoumans
Sat Nov 28, 2009 3:01 pm
Forum: Off-topic
Topic: Cal3D still in development?
Replies: 10
Views: 1958

Re: Cal3D still in development?

3DModelerMan wrote:Does anyone know about Cal3D, is it still in development? I want to use a runtime character animation SDK and it's the only one I can find that's free.
Doesn't Irrlicht have a runtime animation system?

What kind of features in Cal3D are you looking for that Irrlicht doesn't?
Thanks,
Erwin
by erwincoumans
Fri Nov 27, 2009 6:09 pm
Forum: Project Announcements
Topic: Direct3d11-Irrlicht
Replies: 47
Views: 11236

We are developing support for GPU accelerated Bullet physics using OpenCL and Compute Shaders. OpenCL works fine with Irrlicht, but Compute Shaders require a DX11 pipeline. It would be nice if Irrlicht supports this at some stage. If the plans are still years off, we have to look for another solutio...
by erwincoumans
Fri Nov 27, 2009 2:24 pm
Forum: Project Announcements
Topic: Direct3d11-Irrlicht
Replies: 47
Views: 11236

Spintz's 3Demon engine - based off Irrlicht - already has a basic DX10 driver. Why hasn't this work been integrated back into Irrlicht? D3D10/11 support with deferred rendering etc. would be great. Hybrid posted this blog posting about DX10 back in 2006, but nowadays DX10 and DX11 hardware is avail...
by erwincoumans
Fri Nov 27, 2009 2:33 am
Forum: Beginners Help
Topic: WIN64 versus _WIN64 define in Irrlicht?
Replies: 8
Views: 1367

It might be fixed in CIrrCompileConfig.h, but the issue is somewhere else. There is only a test for WIN64 around line 617 and 627 in CIrrDeviceWin32.cpp: http://irrlicht.svn.sourceforge.net/viewvc/irrlicht/trunk/source/Irrlicht/CIrrDeviceWin32.cpp?revision=2914&view=markup I manually made it #if...
by erwincoumans
Thu Nov 26, 2009 8:47 pm
Forum: Beginners Help
Topic: WIN64 versus _WIN64 define in Irrlicht?
Replies: 8
Views: 1367

It might not be missing in the default build, but I'm using my own build system using cmake.

Of course I can manually add WIN64 everywhere I need it, but what is the problem of adding _WIN64? It is a compiler built-in definition.

Cheers,
Erwin