QT is widely considered one of the best, if not the best, cross-application framework in existance. I'd hardly call it an abomination :/Granyte wrote:isn't QT the abomination of a library that eats 2GB of hdd just to compile some demos?
it's an other abomination ....
Search found 88 matches
- Sat Sep 20, 2014 9:23 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Re: Irrlicht 2.0 - What's in store for the future!
- Fri Sep 05, 2014 8:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Re: Irrlicht 2.0 - What's in store for the future!
Hey guys. Lets try and keep the thread on track, we're just spit balling some ideas here.
- Fri Sep 05, 2014 6:17 am
- Forum: Code Snippets
- Topic: [OBSOLETE] SIMD IRRLICHT VECTORS!
- Replies: 51
- Views: 28034
Re: WANT 4x SPEEDUPS on CPU-side CODE??? SIMD IRRLICHT VECTO
This looks awesome. Any unit test and/or example on how to use this?
- Fri Sep 05, 2014 12:06 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Re: Irrlicht 2.0 - What's in store for the future!
gently caress this poop I'm making SIMD vector classes right now, will be in code snippets within 2 days... doesnt break existing interface and there is a _IRR_COMPILE_WITH_SIMD_ flag once tested it can get added into repo no problem Is there an existing benchmark (against current irrlicht code) th...
- Thu Sep 04, 2014 11:03 am
- Forum: Advanced Help
- Topic: Winsock - Send/Recv stacking information?
- Replies: 3
- Views: 940
Re: Winsock - Send/Recv stacking information?
You don't. TCP ensures the packets arrive in order, UDP does not.LunaRebirth wrote:On the part about UDP, Would you happen to know how to use Winsock for UDP and TCP at the same time? I've looked it up before, but never understood.
- Thu Sep 04, 2014 10:42 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Re: Irrlicht 2.0 - What's in store for the future!
I'm loving the flow of ideas, here are a few things off the top of my head that I can think of: Better organization of source and include files (no more giant list) Proper use of the Interface idiom in file naming (no more tagging files that aren't interfaces as interfaces) Removal of ifdefs that ar...
- Tue Sep 02, 2014 10:17 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Re: Irrlicht 2.0 - What's in store for the future!
Should befresh re-write using the following C++11 - Every platform can use this now (android, iOS) SDL2 - This is the new standard, valve are using it too also the new implementation should be written with the new graphics APIs (DX11, Mantle, Metal) in mind, the future will be stateless! In regards...
- Tue Sep 02, 2014 9:48 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 42557
Irrlicht 2.0 - What's in store for the future!
Hey All,
I haven't seen a thread dedicated to Irrlicht 2.0 and what is in store for the future. I'd love to broach the subject; I was wondering if the dev's have put up a road map or not yet? I'd love to hear what you'd love to see in irrlicht 2.0.
I haven't seen a thread dedicated to Irrlicht 2.0 and what is in store for the future. I'd love to broach the subject; I was wondering if the dev's have put up a road map or not yet? I'd love to hear what you'd love to see in irrlicht 2.0.
- Fri Jan 13, 2012 7:51 pm
- Forum: Bug reports
- Topic: [fixed] draw2DRectangleOutline() top-left pixel missing
- Replies: 8
- Views: 1880
Re: [Bug] draw2DRectangleOutline() top-left pixel missing
Your post brings great insight into the aforementioned bug. We, as a community, would like to thank you for your generous contribution.aaammmsterdddam wrote:o.0
that is odd... and it kind of annoys me.
- Tue Oct 25, 2011 12:26 am
- Forum: Open Discussion and Dev Announcements
- Topic: Simple request about core::map
- Replies: 6
- Views: 1349
Re: Simple request about core::map
QFT * OVER 9000teto wrote:aanderse wrote:it sounds like you've already found a suitable alternative then!teto wrote:In the std
excellent
- Wed Aug 24, 2011 9:08 pm
- Forum: Beginners Help
- Topic: Problems with my own EventReceiver
- Replies: 10
- Views: 619
Re: Problems with my own EventReceiver
hi, i thought this forum is for exchanging knowlegde and irrlicht code, It is. restricting this such hard (22 kByte is nothing, my avatar can have more) is just embarrassing, and stops people from evolving more quickly in programming. Hundred line code examples for debugging don't really serve a si...
- Tue Aug 23, 2011 2:32 am
- Forum: Beginners Help
- Topic: Load Models in Visual Studio 2010
- Replies: 2
- Views: 258
Re: Load Models in Visual Studio 2010
This can also be solved by setting up your working directory. Project properties -> Debugging -> Working Directory.
- Mon Jul 11, 2011 1:59 am
- Forum: Beginners Help
- Topic: Heap allocations
- Replies: 21
- Views: 1780
Re: Heap allocations
Its really simple, you're trying to over complicate things. If you use any function that begins with "create" YOU are responsible for dropping it at some point (whether that be at the beginning, middle, the vortex, the end of the application). The methods with "create" ARE NOT be...
- Wed Jun 29, 2011 10:34 pm
- Forum: Beginners Help
- Topic: Fog at the edge of terrain
- Replies: 7
- Views: 1045
- Mon Jun 27, 2011 3:56 am
- Forum: Game Programming
- Topic: How big is too big?
- Replies: 12
- Views: 3160
@Radikalizm My game is kind of like Garry's Mod if you've ever played it, except it's more restrictive (can't create monsters or things out of thin air). It's a top-down shooter where you build ships out of small blocks and fly around in space killing other ships made out of blocks. I think a pictu...