Search found 412 matches
- Wed Sep 16, 2026 9:13 pm
- Forum: Off-topic
- Topic: When to use branchless techniques, and when not to
- Replies: 1
- Views: 29
When to use branchless techniques, and when not to
Those familiar with branchless techniques know that, in some cases, they can deliver better performance than non-branchless techniques, but why does it seem that this isn’t always the case? Even in the very same examples? The answer is simple: it all depends on whether the CPU can predict the jumps ...
- Tue Sep 15, 2026 9:36 pm
- Forum: Off-topic
- Topic: Who is still arround
- Replies: 7
- Views: 1729
Re: Who is still arround
Irrlicht is a work of art, I always try to create something with it, my daily life is trying to do what Irrlicht does on my own from scratch, but I always come back brutally humiliated by how good and easy it is to modify it and create things with it
- Mon Aug 03, 2026 10:13 am
- Forum: Code Snippets
- Topic: Transition texture shader
- Replies: 0
- Views: 5706
Transition texture shader
https://i.ibb.co/BVS55mPR/2026-08-0306-10-44-ezgif-com-video-to-gif-converter.gif
Blend with 2 textures, shader model 3.0, d3d9, c++98, irrlicht 1.9.0:
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <irrlicht.h>
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(lib, "winmm.lib ...
Blend with 2 textures, shader model 3.0, d3d9, c++98, irrlicht 1.9.0:
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <irrlicht.h>
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(lib, "winmm.lib ...
- Mon Aug 03, 2026 12:55 am
- Forum: Game Programming
- Topic: Basic Android Studio Template for irrlicht
- Replies: 6
- Views: 4781
Re: Basic Android Studio Template for irrlicht
easy AAA game asset made in minutes:
https://i.ibb.co/CK07hccD/image.png
https://i.ibb.co/KjDHMxPY/image.png
https://i.ibb.co/n849q5WZ/image.png
https://i.ibb.co/m5HVtMRM/image.png
https://i.ibb.co/fzxnSYpz/image.png
https://i.ibb.co/nNN9PNLL/image.png
https://i.ibb.co/Psyx90rm ...
https://i.ibb.co/CK07hccD/image.png
https://i.ibb.co/KjDHMxPY/image.png
https://i.ibb.co/n849q5WZ/image.png
https://i.ibb.co/m5HVtMRM/image.png
https://i.ibb.co/fzxnSYpz/image.png
https://i.ibb.co/nNN9PNLL/image.png
https://i.ibb.co/Psyx90rm ...
- Sun Aug 02, 2026 3:16 am
- Forum: Game Programming
- Topic: Basic Android Studio Template for irrlicht
- Replies: 6
- Views: 4781
Re: Basic Android Studio Template for irrlicht
https://i.ibb.co/sJ1nbmHs/2026-08-0123-07-10-ezgif-com-video-to-gif-converter.gif
It works well for me; you can export the model with multiple textures and materials, and Irllicht will load them.
The shadow volume also works very well; it's amazing.
For a moment I was scared, given the default ...
It works well for me; you can export the model with multiple textures and materials, and Irllicht will load them.
The shadow volume also works very well; it's amazing.
For a moment I was scared, given the default ...
- Thu Jul 30, 2026 10:01 pm
- Forum: Game Programming
- Topic: Basic Android Studio Template for irrlicht
- Replies: 6
- Views: 4781
Re: Basic Android Studio Template for irrlicht
I was having an issue with textures not rendering on a model and I fixed it by disabling the use mishaps flag on the scene node.
thanks, now it's work, but I can only load the first texture slot
https://i.ibb.co/4gwmrSnb/image.png
/** Example 027 Helloworld_Android
This example shows a ...
- Thu Jul 30, 2026 8:24 pm
- Forum: Game Programming
- Topic: Basic Android Studio Template for irrlicht
- Replies: 6
- Views: 4781
Re: Basic Android Studio Template for irrlicht
I was just thinking about using your engine and switching to Linux, considering it's based on Irrlicht. It's ironic; the comment left that you recommended is similar
- Thu Jul 30, 2026 3:15 pm
- Forum: Game Programming
- Topic: Basic Android Studio Template for irrlicht
- Replies: 6
- Views: 4781
Basic Android Studio Template for irrlicht
https://drive.google.com/file/d/1QF7TrI2ebnyZwA_mWjam2KwZHnU0bIxP/view?usp=sharing
https://i.ibb.co/GfZVr9g2/image.png
Get there, unzip, open the unzipped folder with android studio as if you were going to open a project, sync, run. The main.cpp is compiled and the apk is produced.
https ...
https://i.ibb.co/GfZVr9g2/image.png
Get there, unzip, open the unzipped folder with android studio as if you were going to open a project, sync, run. The main.cpp is compiled and the apk is produced.
https ...
- Wed Jul 29, 2026 3:13 am
- Forum: Off-topic
- Topic: Learn OpenGL, free book
- Replies: 2
- Views: 2497
- Tue Jul 28, 2026 8:51 pm
- Forum: Off-topic
- Topic: Learn OpenGL, free book
- Replies: 2
- Views: 2497
- Tue Jul 28, 2026 3:13 pm
- Forum: Beginners Help
- Topic: How does Frustum render texture images of different sizes?
- Replies: 4
- Views: 4831
Re: How does Frustum render texture images of different sizes?
Yes, and in fact, when you add more pixels to the edges and enable bilinear smoothing, the smoothing improves, since without bilinear you can still see a kind of seam (you can see the pixels cut off). However, I don't know if bilinear smoothing in Irrlicht softens the edges of UV islands or not
- Mon Jul 27, 2026 11:34 pm
- Forum: Game Assets
- Topic: Landscape - Beautiful Hill 1 - cc0
- Replies: 0
- Views: 5790
- Mon Jul 27, 2026 10:46 pm
- Forum: Beginners Help
- Topic: How does Frustum render texture images of different sizes?
- Replies: 4
- Views: 4831
Re: How does Frustum render texture images of different sizes?
My guess: Sampling itself should be same cost. Uploading texture needs more data, so that is slower. Creating mipmaps can be slower (but also only done once). Needing less texture switches (assuming you also use other blocks of same texture) will be cheaper.
The hard part: Avoiding texture ...
- Mon Jul 27, 2026 6:54 pm
- Forum: Beginners Help
- Topic: How does Frustum render texture images of different sizes?
- Replies: 4
- Views: 4831
How does Frustum render texture images of different sizes?
Suppose I have two identical rendering scenarios:
The camera's far plane and frustum culling ensure that only 8 triangles are rendered.
The shader, number of fragments, UV mapping, filtering, and mipmap level are identical in both cases.
The visible texel area is effectively 256×256 in both cases ...
The camera's far plane and frustum culling ensure that only 8 triangles are rendered.
The shader, number of fragments, UV mapping, filtering, and mipmap level are identical in both cases.
The visible texel area is effectively 256×256 in both cases ...
- Sun Jul 26, 2026 5:29 pm
- Forum: Game Assets
- Topic: StoneWall1 - cc0
- Replies: 0
- Views: 1685
StoneWall1 - cc0
https://i.ibb.co/S4tStbm7/image.png
It is a seamless geometry, meaning it can be replicated by duplicating the geometry with the edges joined using any array-type procedural action.
Tris: 16776.
Texture: jpg, 1024x1024
It's a CC0 license, meaning you can use it however you want.
Download ...
It is a seamless geometry, meaning it can be replicated by duplicating the geometry with the edges joined using any array-type procedural action.
Tris: 16776.
Texture: jpg, 1024x1024
It's a CC0 license, meaning you can use it however you want.
Download ...


