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
Search found 1696 matches
- Wed Aug 21, 2013 4:08 pm
- Forum: Off-topic
- Topic: Ruby binding
- Replies: 12
- Views: 3469
- 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...
- 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...
- Fri Jul 26, 2013 11:51 am
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 47752
- Fri Jul 26, 2013 11:30 am
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 47752
Re: Deferred Rendering
Entity?thanhle wrote:These looks awesome.
ent1ty and Sudi why don't you guy working together and incorporate this into Irrlicht next release?
- Wed Jul 24, 2013 10:53 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 360109
- 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.
- 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
I think it was "Linker Settings" -> "other linker options"Mallot1 wrote:do you set those in the #defines tab?Sudi wrote:link the compiler runtime lib staticly with:
-static-libstdc++ -static-libgcc
as compiler flags
and please don't pm if you don't get an answer right away....
- 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
-static-libstdc++ -static-libgcc
as compiler flags
- Mon Jul 22, 2013 12:58 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 360109
- 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?
- 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
Actually it is finished. But of course with all code and programms it can always be improved.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.
- 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
- Sun Jun 30, 2013 10:56 am
- Forum: Advanced Help
- Topic: move cameraFPS without drawAll()
- Replies: 5
- Views: 832
Re: move cameraFPS without drawAll()
Animators are run inside the drawAll call before rendering.serengeor wrote:what about animators, they won't get called, or will they?Sudi wrote:and besides that i am pretty certain that the camera receives events when you call IrrlichtDevice::run and not on ISceneManager::drawAll
- 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