Search found 28 matches

by ralian
Tue Feb 24, 2015 1:09 pm
Forum: Off-topic
Topic: Irrlicht Plugin System?
Replies: 2
Views: 1494

Re: Irrlicht Plugin System?

Thanks! That's exactly what I was looking for.
by ralian
Mon Feb 23, 2015 7:53 pm
Forum: Off-topic
Topic: Irrlicht Plugin System?
Replies: 2
Views: 1494

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...
by ralian
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: 38926

Re: Irrlicht 2.0 - What's in store for the future!

CuteAlien wrote:I don't even know what kind of font the current one is
6px. That's what kind ;)

I mean, it makes sense to keep the size down. It's barely readable though.
by ralian
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: 38926

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.
by ralian
Tue Dec 16, 2014 1:22 am
Forum: Beginners Help
Topic: Compiling project for release [SOLVED]
Replies: 13
Views: 1393

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.
by ralian
Mon Nov 24, 2014 11:42 pm
Forum: Beginners Help
Topic: Create vs. Add
Replies: 3
Views: 380

Re: Create vs. Add

Thanks, that sounds really convenient. :)
by ralian
Mon Nov 24, 2014 10:53 pm
Forum: Beginners Help
Topic: Create vs. Add
Replies: 3
Views: 380

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?
by ralian
Mon Nov 24, 2014 6:26 pm
Forum: Beginners Help
Topic: Create vs. Add
Replies: 3
Views: 380

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?
by ralian
Mon Nov 24, 2014 3:24 pm
Forum: Project Announcements
Topic: SCP - Containment Breach - Irrlicht Port
Replies: 2
Views: 4789

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. :D
by ralian
Sun Nov 23, 2014 2:26 pm
Forum: Beginners Help
Topic: Compiling project for release [SOLVED]
Replies: 13
Views: 1393

Re: Compiling project for release

hendu wrote:I should add that irr supports many types of archives natively, including zip and tar.
Thanks, I didn't know that. I'm new here :roll:
by ralian
Sat Nov 22, 2014 9:00 pm
Forum: Beginners Help
Topic: Compiling project for release [SOLVED]
Replies: 13
Views: 1393

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...
by ralian
Thu Nov 20, 2014 2:06 am
Forum: Open Discussion and Dev Announcements
Topic: irrlicht physics - what would it take?
Replies: 17
Views: 4834

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...
by ralian
Thu Nov 20, 2014 2:04 am
Forum: Project Announcements
Topic: Build A World - new massive game, using Irrlicht
Replies: 434
Views: 674238

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!
by ralian
Mon Nov 17, 2014 1:05 pm
Forum: Project Announcements
Topic: Build A World - new massive game, using Irrlicht
Replies: 434
Views: 674238

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! :o
by ralian
Sat Nov 15, 2014 2:29 am
Forum: Beginners Help
Topic: [Solved]Irrlicht crashes at vertex array sized 65535?
Replies: 17
Views: 1336

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...