Search found 18 matches

by superpws
Fri Mar 06, 2015 9:19 am
Forum: Open Discussion and Dev Announcements
Topic: The git switch
Replies: 5
Views: 2066

Re: The git switch

I am in favor of git repo, because I find it so easy to contribute to projects. Patches in the SVN usually go unnoticed. I am sure Irrlicht will get more contribution if it's moved to Github.
by superpws
Sun Jul 27, 2014 8:39 am
Forum: Beginners Help
Topic: How to build in your own path using linux?
Replies: 2
Views: 611

Re: How to build in your own path using linux?

CuteAlien wrote:...
This should be put on wiki under title something like "Compiling your own Irrlicht project using Makefile" :)
by superpws
Thu May 22, 2014 11:16 am
Forum: Project Announcements
Topic: CobbleStones Game Engine
Replies: 24
Views: 10595

Re: CobbleStones Game Engine

Hi, it's seems nice project! What is the license of it? (if you haven't decided then I recommend zlib or MIT). Regarding github, you should add .gitignore of C++ in your root of repository, that way your .obj/.log wouldn't be uploaded next time you push your repository because .obj/.log etc are ...
by superpws
Thu May 22, 2014 11:04 am
Forum: Project Announcements
Topic: Irrlicht i18n (Unicode, FreeType, etc.)
Replies: 178
Views: 214856

Re: Irrlicht i18n (Unicode, FreeType, etc.)

CuteAlien wrote:@hendu: Ah cool. Well, still not exactly compatible with zlib, but anyway - your report is as always helpful :-)
I didn't notice that problem.
The latest version has zlib license. See the changes:
https://www.libsdl.org/projects/SDL_ttf/
by superpws
Sat May 10, 2014 9:49 am
Forum: Project Announcements
Topic: pyirrlicht - python ctypes binding
Replies: 56
Views: 30407

Re: pyirrlicht - python ctypes binding

Have you tried Cython for binding C++ classes? I noticed it's faster and more maintainable. I was actually thinking of making Python wrapper using Cython from scratch. Let me know if you are interested.
by superpws
Sat May 10, 2014 8:51 am
Forum: Beginners Help
Topic: Sharing rendering context with SFML possible?
Replies: 1
Views: 631

Re: Sharing rendering context with SFML possible?

Hi, I personally haven't tried integrating them, but I've seen people with partial success. Have you seen this example ? It maybe easily adopted for Irrlicht. I don't know much about Irrlicht's OpenGL implementation but I know that SFML internally uses deprecated functions for 2D drawings so the ...
by superpws
Fri May 09, 2014 2:36 pm
Forum: Project Announcements
Topic: irrDynamics - Yet Another BulletPhysics Wrapper
Replies: 11
Views: 7395

Re: irrDynamics - Yet Another BulletPhysics Wrapper

Hm, I was thinking to update the irrBullet but maybe I will decide against it after testing your wrapper :)
by superpws
Mon Apr 07, 2014 7:22 am
Forum: Beginners Help
Topic: how do i set a rigid body to my mesh with bullet
Replies: 2
Views: 477

Re: how do i set a rigid body to my mesh with bullet

Hi,

For approximation of character you should use btGImpactShape where you would pass triangles through btTriangleMesh. Please see the implementation in IrrBullet (you'll find it in gimpactmeshshape.h/trianglemeshshape.h).
by superpws
Sat Apr 05, 2014 10:23 am
Forum: Open Discussion and Dev Announcements
Topic: Improved font rendering system.
Replies: 33
Views: 12497

Re: Improved font rendering system.

Glad to hear. You should also include compilation flag for Freetype support in IrrCompileConfig.h as Freetype is licensed under BSD-style license and not everyone use TT fonts so they won't have to comply with license.
by superpws
Sat Apr 05, 2014 7:48 am
Forum: Open Discussion and Dev Announcements
Topic: Improved font rendering system.
Replies: 33
Views: 12497

Re: Improved font rendering system.

Very well. The class looks clean and the interface is very similar to irrlicht, but it needs some changes in trunk to make it work (e.g, core::ustring etc). Maybe it will take it's place in 1.9 :lol:
by superpws
Fri Apr 04, 2014 6:38 am
Forum: Open Discussion and Dev Announcements
Topic: Improved font rendering system.
Replies: 33
Views: 12497

Re: Improved font rendering system.

Did you see any other patch for TT support apart from that? I'm curious to know because Nadro's games (simple fun games!) uses Freetype along with Irrlicht, so how would he able to implement Freetype in irrlicht? By using such workarounds? Or did he use lets say CopperCube?
by superpws
Thu Apr 03, 2014 1:30 pm
Forum: Beginners Help
Topic: Proper scaling/rotation of gun mesh
Replies: 6
Views: 828

Re: Proper scaling/rotation of gun mesh

hendu wrote:Your gun model may not be modeled around the origin, in which case you need to translate. Similarly, it may be made in millimeters, so you need to scale, and so on.
I take your answer as yes to my previous question :) And no, the gun model isn't mine. It comes with Sdk.
by superpws
Thu Apr 03, 2014 1:06 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 78749

Re: irrRenderer 1.0

IIRC those are just warnings. Compiles fine here with trunk (the linux binaries in the zip archive were compiled with it btw)
Oh right, I had SDL checks enabled in Visual Studio project configuration which treats such warnings as errors. It compiles fine now. Just asking, what are the differences ...
by superpws
Thu Apr 03, 2014 10:28 am
Forum: Open Discussion and Dev Announcements
Topic: Improved font rendering system.
Replies: 33
Views: 12497

Re: Improved font rendering system.

How's the progress of Freetype support in Irrlicht 1.9?
by superpws
Thu Apr 03, 2014 10:26 am
Forum: Beginners Help
Topic: Proper scaling/rotation of gun mesh
Replies: 6
Views: 828

Re: Proper scaling/rotation of gun mesh

hendu wrote:They depend on your model.
You mean positions aren't separated from models?