Search found 142 matches
- Sun Feb 11, 2018 9:39 am
- Forum: Open Discussion and Dev Announcements
- Topic: MotionTrailSceneNode
- Replies: 25
- Views: 9469
Re: MotionTrailSceneNode
Links were broken, now fixed.
- Sat Sep 16, 2017 12:48 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Question about CG shader language
- Replies: 5
- Views: 2678
Re: Question about CG shader language
OSL is interesting, does anyone have any idea how or if that could be integrated into Irrlicht? I looked at the GitHub project page, but there were very little details on integration. My opinion: OSL is meant mainly for ray tracing. E. g. on the github page it says "OSL does not have a separat...
- Tue Jun 13, 2017 7:58 pm
- Forum: Beginners Help
- Topic: Show path of moving scenenode
- Replies: 3
- Views: 524
Re: Show path of moving scenenode
I had written a scene node which allows you to automatically draw such a path by attaching it to another node. It was supposed to be included in the engine, but that never happened. :( There's the thread about it: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=50765 You can still use ...
- Mon Jan 02, 2017 10:03 pm
- Forum: Advanced Help
- Topic: adding shader variable
- Replies: 8
- Views: 1299
Re: adding shader variable
If your shader does not use the variable, then the compiler will optimize it away.
- Mon Jan 02, 2017 3:18 pm
- Forum: Project Announcements
- Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
- Replies: 422
- Views: 187079
Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
I guess it's a false positive.KH wrote:Anybody know why sourceforge is showing this as having malware?
I'll try re-uploading it without the example binaries.
- Mon Dec 19, 2016 7:28 pm
- Forum: Beginners Help
- Topic: IrrLime: Draw2DImage Performance
- Replies: 6
- Views: 720
Re: IrrLime: Draw2DImage Performance
The garbage collector shouln't be an issue, unless you are using an IrrlichtLime <1.5.
We replaced most of these simple classes by structs, so they now live on the stack and aren't handled by the GC.
We replaced most of these simple classes by structs, so they now live on the stack and aren't handled by the GC.
- Sat Dec 03, 2016 10:25 pm
- Forum: Advanced Help
- Topic: IRRLICHTLIME, VISUAL BASIC.NET 2010, and MATERIALS and LIGHT
- Replies: 5
- Views: 1356
Re: IRRLICHTLIME, VISUAL BASIC.NET 2010, and MATERIALS and L
All official Irrlicht Lime examples are written in C#.
You can use a converter like https://roslyncodeconverter.azurewebsites.net/ to convert from C# to VB.NET.
In my opinion C# is suited better for writing 3d apps, and if you already know VB.NET, it shouldn't be hard to learn.
You can use a converter like https://roslyncodeconverter.azurewebsites.net/ to convert from C# to VB.NET.
In my opinion C# is suited better for writing 3d apps, and if you already know VB.NET, it shouldn't be hard to learn.
- Tue Oct 11, 2016 7:46 am
- Forum: Beginners Help
- Topic: Do we have Irrlicht 1.9 on GitHub?
- Replies: 3
- Views: 848
Re: Do we have Irrlicht 1.9 on GitHub?
There's the svn: https://sourceforge.net/p/irrlicht/code/HEAD/tree/
There are also some git mirrors, but they aren't up to date as far as I know.
There are also some git mirrors, but they aren't up to date as far as I know.
- Sat Oct 08, 2016 3:23 pm
- Forum: Beginners Help
- Topic: Shadows on Terrain
- Replies: 6
- Views: 843
Re: Shadows on Terrain
You're right, shadows are messed up with d3d for some reason.
In a test application, they also make the hud disappear for some reason.
In a test application, they also make the hud disappear for some reason.
- Sat Oct 08, 2016 5:09 am
- Forum: Beginners Help
- Topic: Shadows on Terrain
- Replies: 6
- Views: 843
Re: Shadows on Terrain
What? Since when are stencil shadows disabled for d3d?
- Wed Oct 05, 2016 8:05 pm
- Forum: Project Announcements
- Topic: Ginjo-Builder: Irrlicht game programming development environ
- Replies: 2
- Views: 2149
Re: Ginjo-Builder: Irrlicht game programming development env
If you make any improvements on the IrrlichtLime library, please tell us about them so we can add them to IrrlichtLime if we like them.
Please also tell us if you find any bugs with it.
Please also tell us if you find any bugs with it.
- Wed Sep 28, 2016 8:11 am
- Forum: Project Announcements
- Topic: Realm Magic 3D RPG Maker being ported to Irrlicht Lime
- Replies: 4
- Views: 2575
Re: Realm Magic 3D RPG Maker being ported to Irrlicht Lime
Looks like it's down again; link does not work.
- Mon Aug 29, 2016 8:16 am
- Forum: Beginners Help
- Topic: color format with varying channel depth
- Replies: 8
- Views: 1170
Re: color format with varying channel depth
You can set a separate render target for the depth.
- Fri Aug 19, 2016 12:14 pm
- Forum: Project Announcements
- Topic: Irrlicht "Easy Engine" Official Post [UPDATED]
- Replies: 6
- Views: 3004
Re: Irrlicht "Easy Engine" Official Post
I do have one question though, for the most part it's pretty simple converting code samples from C++ to C# but there's one thing I've been forever stuck on, a third person camera. Any suggestions? Is there a specific tutorial for a 3rd person camera? But usually, it should be pretty easy to port co...
- Thu Aug 18, 2016 2:50 pm
- Forum: Project Announcements
- Topic: Irrlicht "Easy Engine" Official Post [UPDATED]
- Replies: 6
- Views: 3004
Re: Irrlicht "Easy Engine" Official Post
Hello! I'm one of the developers of IrrlichtLime, and I'm happy it's being used. In case you find any problems with it or if you have any suggestions, please don't hesitate to ask. By the way, you said you're project will be released as a DLL. I guess you know that IrrlichtLime has both x86 and x86-...