Search found 78 matches

by andres
Fri Feb 03, 2017 1:23 pm
Forum: Project Announcements
Topic: Serious Game for Programming Students
Replies: 1
Views: 1959

Serious Game for Programming Students

https://bytebucket.org/andresjesse/game_cpp_doc/raw/1a49c2e6eede6231c1c2d47a088702b73fc442f0/media/screen.jpg Hello my friends. This is a little project i made on my C++ lesson. It is a small Serious Game where the student must finish/write some functions to have all behaviors working on the scener...
by andres
Tue Jul 02, 2013 5:16 pm
Forum: Open Discussion and Dev Announcements
Topic: Scene Culling Question
Replies: 4
Views: 1332

Re: Scene Culling Question

Nice to know that the old octree was finished. More some questions: - About Sudi's octree, you know if someone used it in real project? - Native irrlicht has something similar to this? - There are plans to integrate an octree scene manager in irrlicht? (i'm not sure, but i think Ogre3D has a feature...
by andres
Tue Jul 02, 2013 3:34 pm
Forum: Open Discussion and Dev Announcements
Topic: Scene Culling Question
Replies: 4
Views: 1332

Scene Culling Question

I want to know if there is someone working in scene culling for irrlicht (or if is already implemented). I know that exists an octree mesh type, but what about the entire scene? If i want to create a very big world there is an scene culling technique in irrlicht like octree for scene (not for single...
by andres
Wed Jul 06, 2011 9:57 pm
Forum: Project Announcements
Topic: Octree culling
Replies: 4
Views: 1681

Re: Octree culling

hendu wrote:Interesting. I remember seeing an octree scene manager here before though?
I'm not sure about now, but some time ago i've searched and found nothing for irrlicht, only the ogre3D OctreeSceneManager.
by andres
Wed Jul 06, 2011 2:37 am
Forum: Project Announcements
Topic: Octree culling
Replies: 4
Views: 1681

Octree culling

Hey, i'm creator and one of developers of IrrRPG Builder ( http://irrrpgbuilder.sourceforge.net ). Today i've finished my first prototype of an octree system. The first results are really good, my technique icreases the framerate in very large scenes. screens and first results are available in this ...
by andres
Tue May 24, 2011 6:25 pm
Forum: Competition Time!
Topic: Screenshot of the Month June 2011 [Winner announced!]
Replies: 33
Views: 16471

IrrRPG Builder. svn May/11

Image
by andres
Sun Nov 07, 2010 1:03 pm
Forum: Project Announcements
Topic: IrrRPG Builder
Replies: 52
Views: 27726

Wow, i'm surprised that you're working so much in IRB, i'm on linux now but soon i'll try your improvements. I'm busy until tuesday, but after that we can create a svn and work together what you think? we can create a forum too at the irb website.
by andres
Thu Nov 04, 2010 7:16 pm
Forum: Project Announcements
Topic: IrrRPG Builder - Alpha 1 Released!
Replies: 3
Views: 1904

Thanks for your considerations. My next steps now are: - update lua module according to the recomendations. - add rain effect - think in way to standardize lua functions into tables like: obj = irb.getObjetctByName("name") obj.setPosition(x,y,z) irb.setAmbientLight(r,g,b) or something like...
by andres
Wed Oct 20, 2010 8:51 pm
Forum: Project Announcements
Topic: IrrRPG Builder - Alpha 1 Released!
Replies: 3
Views: 1904

IrrRPG Builder - Alpha 1 Released!

The first usable version of IrrRPG Builder is done. You can download it at http://irrrpgbuilder.sourceforge.net/files/irb_alpha1.tar.gz . Both windows and linux (32bit) binaries are in the bin folder of this package. There are few tutorials explaining the basics of the tool. You can also check the d...
by andres
Thu Sep 09, 2010 2:29 pm
Forum: Project Announcements
Topic: IrrRPG Builder
Replies: 52
Views: 27726

Testing Gameplay

Hey, i've updates!

As i've told i've finished the Lua Scripting system, and now the gameplay routines are working. New Screenshots are available at http://irrrpgbuilder.sourceforge.net/

Now i'm working on Dialog System and Item Management. I'll release an test version soon.
by andres
Sun Aug 08, 2010 11:12 pm
Forum: Bug reports
Topic: Image for IGUIButton disabled
Replies: 1
Views: 554

Image for IGUIButton disabled

i'm not sure if this is a bug, but found the following problem: i've an IGUIbutton that has an image (button->setImage(...)), the image works fine, but when i disable the button using setEnable(false) the image does not change. this is bad cause the user can't see if the button is enabled or disable...
by andres
Tue Jul 27, 2010 9:14 pm
Forum: Code Snippets
Topic: Updated 7/3/11 -Edge detection+Antialiasing on RenderTarget!
Replies: 24
Views: 14463

Very good. Thanks!
by andres
Wed Jul 21, 2010 3:47 am
Forum: Project Announcements
Topic: IrrRPG Builder
Replies: 52
Views: 27726

Lua

Lua scripting is working! Let me explain how it woks: Each "Dynamic Object" can have an lua script that runs a lua "step" function at each frame, this "step" can see a lot of C++ pre-maded methods (like walk, turn, faceToPlayer, showDialog, etc) and of course you can de...
by andres
Mon Jul 12, 2010 10:21 pm
Forum: Project Announcements
Topic: IrrRPG Builder
Replies: 52
Views: 27726

UPDATE - 12/07

we have an official webpage! http://irrrpgbuilder.sourceforge.net/ and this week we'll see the first enemy! I'm working with Lua Scripts, recently i saw an presentation about Lua, no more than one of the creators of this powerful language, an it inspired me to integrate it on my tool. i've already l...