A few weeks ago I took part in the 11th Ludum Dare 48 hour game development compo. Result is a game called warrior . It's created with Irrlicht 1.4 (plus a few patches I have submitted), first version of Turs2 and irrEdit. Get it here: http://jet.ro/creations#warrior Here's a screenshot: http://jet....
Yeah expect that to happen soon. I wasn't gonna bother doing it for DX8, but now I might have incentive to implement it there too. Awesome video btw, the shadows and ragdolls are both professionally done. I'm suprised to see so little artifacts in the self-shadowing with the stencils. Thanks for th...
Or simplify and use OpenGL on all platforms? That's what I have done in the past. :) However, based on both my and others findings, OpenGL support is lacking a little bit overally. Typical "hardcore gamer" person's PC is no problem here at all, but an average (and maybe slightly aged) PC ...
How are you getting on with the stencil shadows (presumably the built in ones)? They tend to suck your performance really badly so if you do have trouble with that then you might want to consider using some of the more optimal shadow shaders shown in the project forum. We quickly noticed the shadow...
We're working on base tech for Stair Dismount 2 and having some fun w/Irrlicht... Here's a Technology Test video: http://www.youtube.com/watch?v=royB5YMTqsg A bit more details: - We aim to restrict to DX8 driver on windows (much less pain with deployment when installing) - and of course OGL for pote...
I don't know if this helps you at all, but I also had a problem with the projection matrix when setting up custom 2d orthogonal view. I describe the problem and a workaround here: http://irrlicht.sourceforge.net/phpBB2/ ... 329#151329
I think he isn't looking to make some sprites part of a 3D scene, but instead just to have a way to draw 2D sprites (e.g. a HUD for a game). I have just worked on this kind of functionality and I can confirm it works. For that you can just normally draw 3d stuff first (smgr->drawAll etc). After that...
The preferred way is to upload patches made against the latest SVN revision. Use the svn diff command (or SVNTortoise's make patch). Then upload it to the patch tracker. This ensures the patch won't get lost on the forum or become unretrievable due to webspace changes. Ah, I hadn't even noticed the...
What's the preferred way of submitting patches? Here's a few changes... 1. Some of the image methods exposed - these are necessary for some custom 2D stuff for example. IImage.h - ADD: #include "rect.h" ... //! fills the surface with given color virtual void fill(const SColor &color) =...
Two bugs: 1. Inconsistent translation (between video drivers) when using custom transform - already described here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=151329#151329 2. Small bug in the API of SMaterial::setFlag when setting EMF_TEXTURE_WRAP. The boolean value of setFlag is cast a...
I think I found a bug when setting up custom transform for the video driver. I set up 2D projection as follows: video::IVideoDriver *driver = smgr->getVideoDriver(); core::matrix4 identity; driver->setTransform(video::ETS_WORLD, identity); driver->setTransform(video::ETS_VIEW, identity); core::matri...
I was planning to draw some 2D elements using drawVertexPrimitiveList after calling setRenderStates2DMode. Now that I gave a second look at implementation(s) of drawVertexPrimitiveList, I see it always calls setRenderStates3DMode before drawing anything... so clearly my plan was erroneous. :) The ex...