Search found 2294 matches

by Mel
Tue Jun 03, 2025 10:47 pm
Forum: Everything 2d/3d Graphics
Topic: Beginner question
Replies: 3
Views: 20601

Re: Beginner question

I wholehearted recomend for Irrlicht to have .GLB .GLTF support, if it isn't there already. Is modern, is standard, supports every feature desirable for a static and animated format, there are already good standalone loaders, such as tinygltf, MIT licensed or similar, so integrating one shouldn't be ...
by Mel
Sun May 07, 2023 5:53 pm
Forum: Advanced Help
Topic: Player movement relative to the camera's rotation
Replies: 2
Views: 5127

Re: Player movement relative to the camera's rotation

We could use a Third Person Camera animator :)
by Mel
Sun May 07, 2023 5:50 pm
Forum: Beginners Help
Topic: Full horizontal axis rotating camera
Replies: 4
Views: 1228

Re: Full horizontal axis rotating camera

I made a custom maya camera animator that could freely rotate in any direction, just needed the CTRL key to do so. Take a look and see if it could serve you of something. For a spaceship like motion, it could prove a useful code. Matrices not involved! :D

https://irrlicht.sourceforge.io/forum ...
by Mel
Sat Jun 13, 2020 4:54 pm
Forum: Open Discussion and Dev Announcements
Topic: GLTF support?
Replies: 1
Views: 5618

GLTF support?

Has it been ever considered to add GLTF support to Irrlicht? Mainly for skinned formats, because B3D and DIRECTX formats are fairly outdated, and currently not much 3D software supports them, but GLTF is an advantageous format for any kind of assets, because it includes almost everything inside ...
by Mel
Wed Feb 13, 2019 9:51 am
Forum: Project Announcements
Topic: Vulkan / Dx11 renderer
Replies: 15
Views: 12891

Re: Vulkan / Dx11 renderer

Congratulations on the vulkan renderer! that's quite an achievement :)

Performance issues are to be expected, Vulkan isn't being used as it should with Irrlicht, you don't know how many stuff GL/DX11- hide under the rug, (deferring the commands submision to the critical moment, mostly) For Vulkan ...
by Mel
Wed Feb 13, 2019 9:42 am
Forum: Advanced Help
Topic: Lack of mesh smoothing
Replies: 9
Views: 8529

Re: Lack of mesh smoothing

I faced a similar issue building a 3DS loader (although i admit, i never displayed anything with it) Also, 5 interconnected triangles isn't necesarily true, really.

https://media.istockphoto.com/vectors/wireframe-mesh-polygonal-cylinder-vector-id536115803 (I hope it displays correctly ...
by Mel
Sat Jul 14, 2018 5:52 pm
Forum: Beginners Help
Topic: 2D game with sprites?
Replies: 10
Views: 2968

Re: 2D game with sprites?

You could do that indeed, Irrlicht still supports as well the direct rendering of vertex/index lists, so everything can be even more flexible in that matter, but for the sake of future compatibility is better to use meshes, yes.

Meshes are simply a vertex list and an index list. Irrlichts renders ...
by Mel
Thu Jul 12, 2018 10:52 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: another tree generator
Replies: 16
Views: 15139

Re: another tree generator

if you can push that number down a bit more, the better ;)
by Mel
Thu Jul 12, 2018 10:45 am
Forum: Beginners Help
Topic: is IVolumeLightSceneNode = LightScattering?
Replies: 6
Views: 1488

Re: is IVolumeLightSceneNode = LightScattering?

You can use a shadowmapping approach, where the polygons in the "volume light" are used to sample the depth. Makes for a decent approach.
by Mel
Thu Jul 12, 2018 10:42 am
Forum: Beginners Help
Topic: 2D game with sprites?
Replies: 10
Views: 2968

Re: 2D game with sprites?

My suggestion would be to use polygons and map into them the sprites, then, just rotate, scale and translate the polygon always aligned to the camera, is not hard, and the engine makes the draw calls for you, besides, as you'd be using a 3D background, the integration is easier. Pro-tip, it is ...
by Mel
Thu Jul 05, 2018 9:26 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: another tree generator
Replies: 16
Views: 15139

Re: another tree generator

50 trees all together in the same mesh buffer, or 50 tree objects? if you pack them together, the load should alleviate a bit (also, store them on the video card...)
by Mel
Tue Jul 03, 2018 9:35 am
Forum: Project Announcements
Topic: IrrCSG
Replies: 3
Views: 3158

Re: IrrCSG

Cool! reminds me of a couple exercises i did some time ago with convex shapes :)

How are you handling the memory? i read that it is really the bottleneck when operating with these things, specially when you create many.
by Mel
Tue Jul 03, 2018 9:24 am
Forum: Off-topic
Topic: tapeworm
Replies: 591
Views: 215530

Re: tapeworm

I think i saw one, in a laboratory, in my high school, alongside real human skulls ^^U
by Mel
Tue Jun 26, 2018 11:47 am
Forum: Everything 2d/3d Graphics
Topic: NextGen GUI system idea
Replies: 2
Views: 6243

Re: NextGen GUI system idea

Is it really worth to add a ZBuffer to the whole GUI thing? The reason for the GUI to be in "immediate mode" is to ensure the rendering order of the elements and to avoid any aditional overhead that otherwise could be sorted out by enforcing a strict rendering order. Also Transparency doesn't get ...
by Mel
Tue Jun 26, 2018 11:27 am
Forum: Game Programming
Topic: OpenAL question: Double Buffer or Single buffer streaming?
Replies: 3
Views: 7800

Re: OpenAL question: Double Buffer or Single buffer streamin

Ok.. seems that OpenAL allows that instead of binding a buffer to a source, you can "queue" a buffer to a source. So, two, or even 3 buffers are okay, while one plays, other fills, and the last waits, (aka, the craziest approach in my head was the right one! XD)

Now what i wonder is: do the ...