Search found 1696 matches

by sudi
Wed Aug 21, 2013 4:08 pm
Forum: Off-topic
Topic: Ruby binding
Replies: 12
Views: 3469

Re: Ruby binding

what do you guys think would be better. Having a gem that allows the usage of irrlicht in ruby, or having only a binding lib. so one can push irrlicht objects to ruby and perform actions?

Edit: or do you think ruby is just a stupid idea for a 3d engine
by sudi
Wed Aug 21, 2013 4:17 am
Forum: Off-topic
Topic: Ruby binding
Replies: 12
Views: 3469

Ruby binding

I tinkered a little with embedding ruby and thought well why not try with irrlicht. this is a really basic start with just a few function to get something on screen. The code is actually not that nice to read. Could be cleaned up and the bindings could be done via templates. But yeah this was actual...
by sudi
Sun Jul 28, 2013 8:33 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 47752

Re: Deferred Rendering

Also, would it be possible to use deferred lighting as a post process effect, so there would be no need to set special material for each mesh? One could write his own shader for a mesh and then use lighting as a post process effect. You don't know how deferred lightning works right... You render th...
by sudi
Fri Jul 26, 2013 11:51 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 47752

Re: Deferred Rendering

sure
by sudi
Fri Jul 26, 2013 11:30 am
Forum: Project Announcements
Topic: Deferred Rendering
Replies: 105
Views: 47752

Re: Deferred Rendering

thanhle wrote:These looks awesome.
ent1ty and Sudi why don't you guy working together and incorporate this into Irrlicht next release?
Entity?
by sudi
Tue Jul 23, 2013 9:27 am
Forum: Beginners Help
Topic: Codeblocks and Irrlicht install problem
Replies: 24
Views: 4900

Re: Codeblocks and Irrlicht install problem

Are you sure you rebuild irrlicht and it didn't work after that? Are you linking the newly compiled lib? Try removing every Irrlicht.dll and libIrrlicht.a you have. Then recompile.
by sudi
Mon Jul 22, 2013 9:21 pm
Forum: Beginners Help
Topic: Codeblocks and Irrlicht install problem
Replies: 24
Views: 4900

Re: Codeblocks and Irrlicht install problem

Mallot1 wrote:
Sudi wrote:link the compiler runtime lib staticly with:

-static-libstdc++ -static-libgcc

as compiler flags
do you set those in the #defines tab?
I think it was "Linker Settings" -> "other linker options"
and please don't pm if you don't get an answer right away....
by sudi
Mon Jul 22, 2013 11:54 am
Forum: Beginners Help
Topic: Codeblocks and Irrlicht install problem
Replies: 24
Views: 4900

Re: Codeblocks and Irrlicht install problem

link the compiler runtime lib staticly with:

-static-libstdc++ -static-libgcc

as compiler flags
by sudi
Mon Jul 22, 2013 12:58 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 360109

Re: Post Your Irrlicht Screenshots / Render Here.

and a voxel renderer
Image
(click the image for a video)
Image
Youtube
by sudi
Tue Jul 02, 2013 3:44 pm
Forum: Beginners Help
Topic: First Tutorial/Example Causing A Segfault
Replies: 15
Views: 1458

Re: First Tutorial/Example Causing A Segfault

Are you on linux? do you have more than one irrlicht on your computer? did you install the irrlicht dlls at some point? is maybe netbeans looking for headers or libs from the other version?
by sudi
Tue Jul 02, 2013 3:41 pm
Forum: Open Discussion and Dev Announcements
Topic: Scene Culling Question
Replies: 4
Views: 1345

Re: Scene Culling Question

andres wrote:In 2010 i found a similar implementation (http://irrlicht.sourceforge.net/forum/v ... =9&t=38987)
but it seems to be unfinished until now.
Actually it is finished. But of course with all code and programms it can always be improved.
by sudi
Sun Jun 30, 2013 10:57 am
Forum: Advanced Help
Topic: move cameraFPS without drawAll()
Replies: 5
Views: 832

Re: move cameraFPS without drawAll()

but seriously just check the source code...its there....right there
by sudi
Sun Jun 30, 2013 10:56 am
Forum: Advanced Help
Topic: move cameraFPS without drawAll()
Replies: 5
Views: 832

Re: move cameraFPS without drawAll()

serengeor wrote:
Sudi wrote:and besides that i am pretty certain that the camera receives events when you call IrrlichtDevice::run and not on ISceneManager::drawAll
what about animators, they won't get called, or will they?
Animators are run inside the drawAll call before rendering.
by sudi
Fri Jun 28, 2013 5:57 pm
Forum: Advanced Help
Topic: move cameraFPS without drawAll()
Replies: 5
Views: 832

Re: move cameraFPS without drawAll()

and besides that i am pretty certain that the camera receives events when you call IrrlichtDevice::run and not on ISceneManager::drawAll