Search found 14 matches
- Sun May 23, 2010 2:41 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht threading support
- Replies: 30
- Views: 7636
- Sat May 22, 2010 2:31 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht threading support
- Replies: 30
- Views: 7636
Hi, I tryed simulate multhreading using event based technique to make loading cross frames, but stay isn´t good enogh because of texture load. I now that irrlicht actually is not need of threading support if you a develop a casual games, but i working on a greater game, with bigger scene and i reall...
- Fri May 21, 2010 5:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht threading support
- Replies: 30
- Views: 7636
Hi, First ideas to discuss We could create a CIrrlichtThreadManager class and IIrrlichtThread interface to be implemented by every manager that desire execute something in work queue. The CIrrlichtThreadManager this class will be responsable for create real threads based on system processors number....
- Fri May 21, 2010 1:50 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht threading support
- Replies: 30
- Views: 7636
Irrlicht threading support
Hi, This is created to exchange ideas about how we could implement threading in Irrlicht. The conversation start in this thread http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=38505 . What we discuss here: - features desire - possible architecture following irrlicht style i will post my ideas...
- Fri May 21, 2010 12:47 pm
- Forum: Advanced Help
- Topic: Multi threaded Loading
- Replies: 8
- Views: 2159
Hi, I very interest in this topic too, if we could implement this feature in irrlicht core as generic task based system multicore hardware could be detected and equivalent thread number created, it could be used in Filesystem, Scene paging, loading mesh, etc... We could talk in Open development thre...
- Sun Feb 14, 2010 12:49 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 115056
- Sun Jan 24, 2010 10:42 pm
- Forum: Code Snippets
- Topic: Using hashes instead of enums.
- Replies: 2
- Views: 1585
- Wed Dec 23, 2009 12:15 pm
- Forum: Game Programming
- Topic: saving and loading game progress
- Replies: 3
- Views: 2055
hi, Thank you for answer, the structure has just a example to start a discuss with you about ways to make a robust save and loading games with Irrlicht, lot of people here are making games, so i thinking this topic would be interesting. There is a lot information about architecture, ai, etc... but v...
- Tue Dec 22, 2009 8:46 pm
- Forum: Game Programming
- Topic: saving and loading game progress
- Replies: 3
- Views: 2055
saving and loading game progress
Hi, I coding my game engine on top of Irrlicht, and now i thinking how can build my save and load game file format. i using irr scene files and Irrlicht standard scene loader. here follow format that i thinking [game file] [game level missions] [ mission name="First"] [Completed="true...
- Thu Nov 05, 2009 4:49 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 170722
- Thu Nov 05, 2009 12:35 am
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 170722
Hi, Yes, i using iwalktest all work fine and fast. Material isn't loader... i trying understand what happening here... I look at code of iwalktest and mesh load in made by scene manager like using CIrrBMeshLoader like me, but with me the material isn´t loaded when i try irrbmesh, but works with norm...
- Tue Nov 03, 2009 12:19 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 170722
meshe loading with irr binary format
Hi, I´m coding my own irr scene loader because i want control insert and remove meshes from scene. Until now i was using standard irr mesh format irrmesh and all work fine, but when i try load same mesh converted to irrbmesh (irr binary) any material is loaded, just the meshes. To load a irrbmesh i ...
- Sun Oct 18, 2009 2:25 am
- Forum: Everything 2d/3d Graphics
- Topic: Occlusion culling
- Replies: 25
- Views: 12292
- Sat Aug 08, 2009 6:04 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 170722
Hi, Nice work pc0de, very long time i have looking for good scene Blender exporter and a good engine, to build my game. Until now i using Ogre and dotScene, but after i saw our work, i make a quick tests with small parts of my scenes and all look very good. I have some question, i see that you are w...