Search found 46 matches
- 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...
- 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...
- 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...
- 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
- 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...
- 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...
- Tue Dec 01, 2009 10:14 am
- Forum: Off-topic
- Topic: Cal3D still in development?
- Replies: 10
- Views: 1958
- Sun Nov 29, 2009 6:12 pm
- Forum: Off-topic
- Topic: Cal3D still in development?
- Replies: 10
- Views: 1958
- 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....
- 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...
- Sat Nov 28, 2009 3:01 pm
- Forum: Off-topic
- Topic: Cal3D still in development?
- Replies: 10
- Views: 1958
Re: Cal3D still in development?
Doesn't Irrlicht have a runtime animation system?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.
What kind of features in Cal3D are you looking for that Irrlicht doesn't?
Thanks,
Erwin
- 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...
- 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...
- Fri Nov 27, 2009 2:33 am
- Forum: Beginners Help
- Topic: WIN64 versus _WIN64 define in Irrlicht?
- Replies: 8
- Views: 1367
- Thu Nov 26, 2009 8:47 pm
- Forum: Beginners Help
- Topic: WIN64 versus _WIN64 define in Irrlicht?
- Replies: 8
- Views: 1367