Search found 28 matches
- Tue Feb 24, 2015 1:09 pm
- Forum: Off-topic
- Topic: Irrlicht Plugin System?
- Replies: 2
- Views: 1529
Re: Irrlicht Plugin System?
Thanks! That's exactly what I was looking for.
- Mon Feb 23, 2015 7:53 pm
- Forum: Off-topic
- Topic: Irrlicht Plugin System?
- Replies: 2
- Views: 1529
Irrlicht Plugin System?
It's amazing just how many cool projects irrlicht engine facilitates. Don't you think irrlicht would benefit from having some sort of central plugin and packaging system that people could write modifications for, and have them all be compatible at runtime? From what I have seen, such a thing does no...
- Tue Dec 16, 2014 1:57 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 41080
Re: Irrlicht 2.0 - What's in store for the future!
6px. That's what kindCuteAlien wrote:I don't even know what kind of font the current one is
I mean, it makes sense to keep the size down. It's barely readable though.
- Tue Dec 16, 2014 1:26 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht 2.0 - What's in store for the future!
- Replies: 157
- Views: 41080
Re: Irrlicht 2.0 - What's in store for the future!
If I might make a proposal, I hate the built in font with the engine. It's just not usable. I know
it's not meant to be used really, but we might as well put a nice 10pt font in that is readable
if we're going to put any font in.
it's not meant to be used really, but we might as well put a nice 10pt font in that is readable
if we're going to put any font in.
- Tue Dec 16, 2014 1:22 am
- Forum: Beginners Help
- Topic: Compiling project for release [SOLVED]
- Replies: 13
- Views: 1522
Re: Compiling project for release [SOLVED]
You might be able to find a way to use Qt or Objcopy, with a bit of clever hacking.
- Mon Nov 24, 2014 11:42 pm
- Forum: Beginners Help
- Topic: Create vs. Add
- Replies: 3
- Views: 412
Re: Create vs. Add
Thanks, that sounds really convenient.
- Mon Nov 24, 2014 10:53 pm
- Forum: Beginners Help
- Topic: Create vs. Add
- Replies: 3
- Views: 412
Re: Create vs. Add
If I might ask another question, what is the practical use of the scene node factory,
if all scene nodes can be created without it? Is it just an optional level of abstraction
between the creation of a node and the actual method used to create the node?
if all scene nodes can be created without it? Is it just an optional level of abstraction
between the creation of a node and the actual method used to create the node?
- Mon Nov 24, 2014 6:26 pm
- Forum: Beginners Help
- Topic: Create vs. Add
- Replies: 3
- Views: 412
Create vs. Add
From what I understand, if you create an object (i.e. a node) with a call to a function
that starts with add, the engine will drop it itself, but if you create an object (i.e. a
mesh) you need to call drop() yourself, correct?
that starts with add, the engine will drop it itself, but if you create an object (i.e. a
mesh) you need to call drop() yourself, correct?
- Mon Nov 24, 2014 3:24 pm
- Forum: Project Announcements
- Topic: SCP - Containment Breach - Irrlicht Port
- Replies: 2
- Views: 4912
Re: SCP - Containment Breach - Irrlicht Port
Woah, that looks amazing! Great work, and keep it coming! I'll have to try that out when I get a chance.
- Sun Nov 23, 2014 2:26 pm
- Forum: Beginners Help
- Topic: Compiling project for release [SOLVED]
- Replies: 13
- Views: 1522
Re: Compiling project for release
Thanks, I didn't know that. I'm new herehendu wrote:I should add that irr supports many types of archives natively, including zip and tar.
- Sat Nov 22, 2014 9:00 pm
- Forum: Beginners Help
- Topic: Compiling project for release [SOLVED]
- Replies: 13
- Views: 1522
Re: Compiling project for release
I see three questions here, not one. To make your program look professional, you could find a library that handles tar archives and use that for resource management - other than that it's just clever programming (serializing different data into effectively organized files) and resource management (n...
- Thu Nov 20, 2014 2:06 am
- Forum: Open Discussion and Dev Announcements
- Topic: irrlicht physics - what would it take?
- Replies: 17
- Views: 5046
Re: irrlicht physics - what would it take?
I did actually tinker around with the idea and get some code written for a library. I don't have anything substantial at all right now, and probably never will, but if I get something worth releasing I'll definitely give you the code I've written. I have next week off, so I'm probably gonna go HAM w...
- Thu Nov 20, 2014 2:04 am
- Forum: Project Announcements
- Topic: Build A World - new massive game, using Irrlicht
- Replies: 434
- Views: 683829
Re: Build A World - new massive game, using Irrlicht
totally had to use google translate, but great! I look forward to those releases
Build a world all the way!
Build a world all the way!
- Mon Nov 17, 2014 1:05 pm
- Forum: Project Announcements
- Topic: Build A World - new massive game, using Irrlicht
- Replies: 434
- Views: 683829
Re: Build A World - new massive game, using Irrlicht
Wow, that's amazing!
I did notice that the shuttle had a small problem with it's no. 2 and 3 boosters!
I did notice that the shuttle had a small problem with it's no. 2 and 3 boosters!
- Sat Nov 15, 2014 2:29 am
- Forum: Beginners Help
- Topic: [Solved]Irrlicht crashes at vertex array sized 65535?
- Replies: 17
- Views: 1448
Re: [solved] Irrlicht crashes at vertex array sized 65535?
If I'm correct, you should just create your 'indices' array as an array of u32 instead of u16, then you can reference vertices past the u16 referencing limit. Really, you shouldn't be trying to cram that many polys into a scene though, unless you're doing something graphical that will be rendered o...