Search found 18 matches
- Fri Mar 06, 2015 9:19 am
- Forum: Open Discussion and Dev Announcements
- Topic: The git switch
- Replies: 5
- Views: 1688
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.
- Sun Jul 27, 2014 8:39 am
- Forum: Beginners Help
- Topic: How to build in your own path using linux?
- Replies: 2
- Views: 472
Re: How to build in your own path using linux?
This should be put on wiki under title something like "Compiling your own Irrlicht project using Makefile"CuteAlien wrote:...
- Thu May 22, 2014 11:16 am
- Forum: Project Announcements
- Topic: CobbleStones Game Engine
- Replies: 24
- Views: 9287
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 pret...
- Thu May 22, 2014 11:04 am
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 109900
Re: Irrlicht i18n (Unicode, FreeType, etc.)
The latest version has zlib license. See the changes: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.
https://www.libsdl.org/projects/SDL_ttf/
- Sat May 10, 2014 9:49 am
- Forum: Project Announcements
- Topic: pyirrlicht - python ctypes binding
- Replies: 56
- Views: 23892
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.
- Sat May 10, 2014 8:51 am
- Forum: Beginners Help
- Topic: Sharing rendering context with SFML possible?
- Replies: 1
- Views: 505
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 ren...
- Fri May 09, 2014 2:36 pm
- Forum: Project Announcements
- Topic: irrDynamics - Yet Another BulletPhysics Wrapper
- Replies: 11
- Views: 6487
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
- 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: 365
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).
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).
- Sat Apr 05, 2014 10:23 am
- Forum: Open Discussion and Dev Announcements
- Topic: Improved font rendering system.
- Replies: 33
- Views: 9391
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.
- Sat Apr 05, 2014 7:48 am
- Forum: Open Discussion and Dev Announcements
- Topic: Improved font rendering system.
- Replies: 33
- Views: 9391
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
- Fri Apr 04, 2014 6:38 am
- Forum: Open Discussion and Dev Announcements
- Topic: Improved font rendering system.
- Replies: 33
- Views: 9391
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?
- Thu Apr 03, 2014 1:30 pm
- Forum: Beginners Help
- Topic: Proper scaling/rotation of gun mesh
- Replies: 6
- Views: 567
Re: Proper scaling/rotation of gun mesh
I take your answer as yes to my previous question And no, the gun model isn't mine. It comes with Sdk.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.
- Thu Apr 03, 2014 1:06 pm
- Forum: Project Announcements
- Topic: irrRenderer 1.0
- Replies: 101
- Views: 53831
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 i...
- Thu Apr 03, 2014 10:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Improved font rendering system.
- Replies: 33
- Views: 9391
Re: Improved font rendering system.
How's the progress of Freetype support in Irrlicht 1.9?
- Thu Apr 03, 2014 10:26 am
- Forum: Beginners Help
- Topic: Proper scaling/rotation of gun mesh
- Replies: 6
- Views: 567
Re: Proper scaling/rotation of gun mesh
You mean positions aren't separated from models?hendu wrote:They depend on your model.