Search found 314 matches

by Xaron
Mon Jan 08, 2018 8:28 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69183

Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Out of curiosity: Have you removed the TerrainSceneNode? Is there a replacement for that?
by Xaron
Thu Jan 04, 2018 8:08 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69183

Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Thanks. Let me see if I get this VS stuff working for your latest and greatest. ;) Might fix those ~2k warnings as well. Actually warnings _should_ be handled as errors.

Being an Irrlicht oldie: What are the biggest obstacles using your branch when coming from the original irrlicht one?
by Xaron
Mon Jan 01, 2018 4:10 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69183

Re: MSAA on Render Targets - BAW Irrlicht (GIT repo, v 0.2.5

Regarding that newer Windows SDK: It doesn't make problems, it looks like the solution has a fixed setting to a specific SDK version (an older one). BTW: 0.2.5 doesn't compile either, I get quite a ton of "'lower_bound': is not a member of 'std'" errors. Probably due to a missing include s...
by Xaron
Sun Dec 31, 2017 7:10 am
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69183

Re: MSAA on Render Targets - BAW Irrlicht (GIT repo, v 0.2.5

Thanks. I tried the latest stuff from github but got quite a lot of compiler errors, so I tried 0.2.5 but had no luck due to that missing Windows SDK yet... I've installed it now but there seems to be still something missing. edit: Had the wrong (newer) Windows SDK version installed... edit2: Tried ...
by Xaron
Sat Dec 30, 2017 6:59 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69183

Re: MSAA on Render Targets - BAW Irrlicht (GIT repo, v 0.2.5

Just wanted to step in and say hello and thank you for this great contribution to the community. Just checking it out... Aynthing special I have to take care off? Just downloaded 0.2.5 from Github. Can I compile it using VS 2017 under Windows 10? (just tried and it looks like I have to install the W...
by Xaron
Fri Sep 08, 2017 6:47 am
Forum: Advanced Help
Topic: Additional libs for cross platform game
Replies: 9
Views: 1249

Re: Additional libs for cross platform game

Thanks! Thought about OpenAL as well. Is this really open source? I've read mixed things about it that it's still OS for version 1.0 but not for the last 1.1.

FMod looks interesting. I already used it the years back with success. Even though it costs some money for commercial stuff.
by Xaron
Thu Sep 07, 2017 11:46 am
Forum: Advanced Help
Topic: Additional libs for cross platform game
Replies: 9
Views: 1249

Re: Additional libs for cross platform game

Awesome, thanks!
by Xaron
Thu Sep 07, 2017 8:53 am
Forum: Advanced Help
Topic: Additional libs for cross platform game
Replies: 9
Views: 1249

Additional libs for cross platform game

Dear all,

as Irrlicht itself is a great cross platform rendering engine, what additional libs could you recommend when I aim for Windows, OSX, Android and iOS in terms of:
  • Sound
  • Physics
  • Network
Thanks!
by Xaron
Mon Sep 04, 2017 8:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht (vs Ogre) and documentation questions
Replies: 4
Views: 1777

Re: Irrlicht (vs Ogre) and documentation questions

Forget Godot when you want to use C++. It is possible but a pain. Godot itself is nice indeed. Another option would be Urho3d.
by Xaron
Sun Sep 03, 2017 6:51 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 6717

Re: DX11 support showing on Wikipedia

Howdy! I must had been away for ages, used different engines including Unity, Unreal, Monkey 1+2, AGK. Oh well and guess what? I still love Irrlicht. It's somehow strange. CuteAlien is right, it's one of the easiest to use when you go for coding with C++ and not visual editors. :) So hi back from an...
by Xaron
Thu Dec 23, 2010 12:22 pm
Forum: Beginners Help
Topic: set an absolute position for a child
Replies: 3
Views: 2116

Thank you! That did work. :) I have another problem with getAbsoluteTransformation. Should this return the absolute transformation including all parents? So if I have 2 cubes: Cube 1 (no parent) Cube 2 (parent is Cube 1). If I know rotate Cube 1 and call getAbsoluteTransformation for Cube 2, shouldn...
by Xaron
Wed Dec 22, 2010 2:37 pm
Forum: Beginners Help
Topic: set an absolute position for a child
Replies: 3
Views: 2116

set an absolute position for a child

Hi all, I have some kind of stupid problem. I'd like to set an absolute position of a child where the parent has been rotated. Example: My parent is at 0,0,10. My child shall be at 5,0,10 (absolute) So for setting an absolute position I do the following (where absPosition is the wanted absolute posi...
by Xaron
Sun Oct 04, 2009 6:19 pm
Forum: Off-topic
Topic: I'm back and thanks for this engine...
Replies: 6
Views: 1054

And it still is. Believe me, I've tried a bunch of engines.
by Xaron
Sun Oct 04, 2009 2:54 pm
Forum: Off-topic
Topic: I'm back and thanks for this engine...
Replies: 6
Views: 1054

Re: I'm back and thanks for this engine...

Virion wrote:wow... which year was that?... :shock:
Haha, must be around 2006 I guess. That time there already was a particel engine but it was an additional thing. The same was true for the terrain...

Ahhh... time passes by...
by Xaron
Sun Oct 04, 2009 9:42 am
Forum: Off-topic
Topic: I'm back and thanks for this engine...
Replies: 6
Views: 1054

I'm back and thanks for this engine...

Hi all, some "oldtimers" might still know me, I had this project Silent Depth where I started with Irrlicht but went to the dark side by switching to Blitzbasic... After some struggeling and distructions I see that Irrlicht made some nice steps forward. :) Great work guys! I just want to c...