Search found 22 matches

by Agar
Wed Mar 28, 2007 9:05 am
Forum: Project Announcements
Topic: The A.G.E. Library - Adaptable Game Engine
Replies: 14
Views: 2524

Hmm... I expected this kind of replies. i voted for "No way!" because: 1. C# umm... kind'a sux. I have more fun with c++ :P That's only a matter of personal taste. Personnaly, I love C# and hate VB.Net. But I'd never say that VB.Net "sucks": I'll just say "I don't like VB.ne...
by Agar
Tue Mar 27, 2007 10:26 pm
Forum: Project Announcements
Topic: The A.G.E. Library - Adaptable Game Engine
Replies: 14
Views: 2524

The A.G.E. Library - Adaptable Game Engine

Here's a short summary of the project I'm currently working on. Most of the work is done now, and hopefully the AGE Library will be released before the end of April. I know, this is quite long for a "short" summary, but I wanted to expose my project as clearly as possible. I'm really curio...
by Agar
Mon Sep 11, 2006 11:48 pm
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

Looks even better than before! I especially like the menu, looks fantastic! I couldn't remember the controls and it seemed to run a little slow on my pc, but then i did have it set to highest detail, so that's probably why. Also when i exited the program crashed and XP tried to send an error report...
by Agar
Mon Sep 11, 2006 8:55 pm
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

Beta 2 is complete and available for download !

You can get it here : http://cafedefaune.com/projects/worldofideas/files/
by Agar
Sat Aug 12, 2006 11:13 am
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

I won't worry too much about trying to change your game to XML instead of ini. The ini code/strategy works fine and your time would be better spent working on verion 2 :) You're right. Anyway, thanks for the tips on XML. I had never took the time to look into this format in depth, but from what I k...
by Agar
Sat Aug 12, 2006 11:06 am
Forum: Irrlicht.NET
Topic: Getting .X joint nodes in Irrlicht.Net
Replies: 3
Views: 1858

Thanks Shoarc. Although I'm afraid it would be a lot of work to port my project from Irrlicht.Net to IrrlichtSharp, I'll do it if I can't find another way.

I just wish Niko could add the GetXJointNode function to Irrlicht.Net 1.2... :roll:
by Agar
Sat Jul 29, 2006 12:30 am
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

I'm not too fond of TrueType fonts. If you're not using one of the Windows default fonts (and why would you? Default fonts are dull-looking...), it's pretty complicated to distribute your own fonts with your package : to make sure they're detected by Windows, you just can't copy them into the WINDOW...
by Agar
Fri Jul 28, 2006 1:30 pm
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

Thanks for your comments everyone. After so many nights without sleep spent on it, I'm glad to see this project is starting to get some serious attention (I had very positive feedback on a french videogame forum too Here's a link in case somebody here speaks our weird but beautiful tongue). Now abou...
by Agar
Thu Jul 27, 2006 8:42 am
Forum: Irrlicht.NET
Topic: Getting .X joint nodes in Irrlicht.Net
Replies: 3
Views: 1858

Getting .X joint nodes in Irrlicht.Net

I'm having trouble with .X joint nodes. I used to use .MS3D models in my project. I could then attach other nodes to specific joints with the getMS3DJointNode() function, it worked alright. But I've decided to switch to the .X format, as I had "animation flickering" problem with .MS3D beca...
by Agar
Thu Jul 27, 2006 8:33 am
Forum: Project Announcements
Topic: World of Ideas : Irrlicht-powered fighting game [BETA 2]
Replies: 25
Views: 4978

GueZt_Coders wrote:Very cool sets of animation sequence, did u make
the model and the animation key frame ?

Very well done.
As you can read in the game PDF manual, animation key frames and models are based on models for the "The Specialists" mod for Half-Life.
by Agar
Thu Jun 22, 2006 7:04 pm
Forum: Advanced Help
Topic: Lightmap and Parallax map at the same time using shaders ?
Replies: 8
Views: 3150

Baal Cadar wrote:Next version of irrlicht will support four textures.
You've just brightened my day. :D
by Agar
Thu Jun 22, 2006 6:52 pm
Forum: Advanced Help
Topic: Lightmap and Parallax map at the same time using shaders ?
Replies: 8
Views: 3150

The shader doesn't even have to be very clever. As lightmap application is trivial. If your lightmap is modulative, all you have to do is to multiply the result of lighting and normal mapping with the lightmap texel. Ok, but how should I do this ? 1- Using Irrlicht's default NORMAL_MAP material typ...
by Agar
Thu Jun 22, 2006 6:18 pm
Forum: Advanced Help
Topic: Lightmap and Parallax map at the same time using shaders ?
Replies: 8
Views: 3150

Lightmap and Parallax map at the same time using shaders ?

First, I must warn you : I'm really new to shaders, so please be kind if my question seems stupid to you. I don't know what shaders can and cannot do (although I've understood they can do quite a lot). Here's the problem : I'm working on a versus fighting game, World of Ideas (you can download the f...
by Agar
Thu Jun 22, 2006 4:21 am
Forum: Advanced Help
Topic: custom camera
Replies: 2
Views: 472

Create a "normal" camera node (created with "addCameraSceneNode()", not "addCameraSceneNodeFPS()") and read input from the keyboard (left/right keys, or customized ones) to move the camera target, hence indirectly rotating the camera. You won't have an easy time impleme...
by Agar
Thu Jun 22, 2006 3:33 am
Forum: Advanced Help
Topic: Problem with normal maps and repeating textures
Replies: 11
Views: 1019

Do you have pixel shader 2.0 support, or does your machine use the 1.4 version? Maybe you can even try to use the 1.4 version even if you have 2.0 support as they are rather different. My video card (GeForce 5950Ultra) uses pixel shader 2.0. I'd like to try with the 1.4 version, but how do you tell...