Just released a version 0.24 of the Ouzel engine. A lot has been done since the previous releases, texture filtering, v-sync, sound engine (XAudio2, OpenAL, OpenSL ES backends), UTF-8 text rendering, MSAA, empty (NONE) video and audio drivers, touch support on Windows and lots of optimizations
Also ...
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- Wed Sep 28, 2016 11:51 am
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
- Fri Jul 15, 2016 3:17 pm
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Re: Ouzel engine
A lot of work has been done and now Ouzel engine also supports wav file playback, texture filtering, v-sync, NEON, SSE and has a Raspberry Pi support.
- Thu Jun 16, 2016 8:18 am
- Forum: Advanced Help
- Topic: Realistic water node
- Replies: 111
- Views: 42026
Re: Realistic water node
I added usage instructions to the repository: https://github.com/elnormous/RealisticWaterSceneNode
- Wed Jun 15, 2016 11:18 am
- Forum: Advanced Help
- Topic: Realistic water node
- Replies: 111
- Views: 42026
Re: Realistic water node
Ha ha, thanks! What do you mean by "referring to textures using S32 instead of f32"?
- Wed May 25, 2016 1:19 pm
- Forum: Advanced Help
- Topic: Realistic water node
- Replies: 111
- Views: 42026
Re: Realistic water node
Oh, ok, line 602 of IVideoDriver.h (driver->setRenderTarget(0); // set previous render target) and line 3781 of COpenGLDriver.cpp (COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());) really got me confused. But there is no way to get current render ...
- Wed May 25, 2016 9:25 am
- Forum: Advanced Help
- Topic: Realistic water node
- Replies: 111
- Views: 42026
Re: Realistic water node
What do you mean by that? I am setting back the previous render target (setRenderTarget(0)) after rendering the water, so to render the water to your render target, just set it before rendering the water node.
- Tue May 24, 2016 10:07 am
- Forum: Advanced Help
- Topic: Realistic water node
- Replies: 111
- Views: 42026
Re: Realistic water node
Are you talking about my water scene node (https://github.com/elvman/RealisticWaterSceneNode)? If so, feel free to fork it, make your changes and send a pull request afterwards
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- Mon May 23, 2016 11:07 am
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Re: Ouzel engine
Starting from v.0.17, Ouzel engine supports Android platforms. So now the supported platforms are: Windows, OS X, Linux, iOS, tvOS and Android.
- Sun May 08, 2016 2:10 am
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Re: Ouzel engine
Yes, it supports them, but non-POT texture mip-mapping is disabled for OpenGL ES, because most of the ES hardware does not support them.
- Tue May 03, 2016 10:23 am
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Re: Ouzel engine
Forks are always welcome 
- Thu Apr 28, 2016 7:03 pm
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Re: Ouzel engine
Thanks! :) I planned to do the dependency injection at first, but hey, how many engine instances will you have at once? :) And as you mentioned, it would add additional field in every class and would make using the engine more complicated. Also most of the "engines" (including Unreal Engine 4) use ...
- Thu Apr 28, 2016 12:26 pm
- Forum: Off-topic
- Topic: Ouzel engine
- Replies: 9
- Views: 8068
Ouzel engine
Hello! As you maybe know, I have been developing games with Irrlicht for some time (10 years already :O). I have switched to 2D games a few years ago and I experimented with Irrlicht and cocos2d-x a lot in 2D field. As I weren't satisfied with none of them (lack of platform support, architecture ...
- Wed Mar 02, 2016 2:58 pm
- Forum: Project Announcements
- Topic: Realistic water scene node
- Replies: 255
- Views: 340708
Re: Realistic water scene node
Can you try the demo app that I uploaded?
- Thu Jan 21, 2016 8:28 pm
- Forum: Bug reports
- Topic: OpenGLDriver: Calling makeCurrent() on every beginScene() ?
- Replies: 6
- Views: 4046
Re: OpenGLDriver: Calling makeCurrent() on every beginScene(
Actually this is needed for OSX, because render context can be changed by OSX GUI. I fixed this bug for cocos2d-x by also making the context current before every frame: https://github.com/cocos2d/cocos2d-x/pull/14598
- Thu Jan 21, 2016 8:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht with cubemap support
- Replies: 77
- Views: 40396
Re: Irrlicht with cubemap support
It's 2016 and we finally got cubemap support! I am really glad 