Search found 1696 matches
- Tue May 26, 2015 11:32 pm
- Forum: Off-topic
- Topic: Developer blogs
- Replies: 9
- Views: 3049
Re: Developer blogs
Nice find. Thank you so much
- Wed May 13, 2015 2:45 pm
- Forum: Beginners Help
- Topic: Why use meshBuffer?
- Replies: 3
- Views: 892
Re: Why use meshBuffer?
And having a single bigger meshbuffer is again faster than many meshbuffers. At least up to a certain amount. You have to weigh drawcalls vs. vertex count and so on. But since irrlicht only supports 16bit meshbuffers i think having a view big buffers is just fine. Then again if you do clever occlusi...
- Wed May 13, 2015 2:40 pm
- Forum: Everything 2d/3d Graphics
- Topic: Irrlicht needs video tutorials, and lots of them
- Replies: 14
- Views: 5249
Re: Irrlicht needs video tutorials, and lots of them
I think the reason there are no video tutorials is that irrlicht is simply a graphics api. There is no special IDE or Editor that the user has to learn. Actually irrlicht users dont have to learn anything about irrlicht but about using an api and of course learning basics about 3D/2D and how it work...
- Wed Feb 11, 2015 7:05 pm
- Forum: Beginners Help
- Topic: How to build a better fire?
- Replies: 9
- Views: 1881
Re: How to build a better fire?
The particle engine i posted is a little bit inspired by spark and employs some of the concepts. And the best part it performs better than irrlichst native particle engine. Asimov: no matter if you need explosions or not, but its probably still a better fit than the irrlicht standard particles. Btw ...
- Thu Feb 05, 2015 6:20 pm
- Forum: Beginners Help
- Topic: How to build a better fire?
- Replies: 9
- Views: 1881
Re: How to build a better fire?
Hey checkout his particle engine. http://irrlicht.sourceforge.net/forum/v ... =6&t=43145
- Wed Dec 24, 2014 3:00 pm
- Forum: Code Snippets
- Topic: My Player Struct
- Replies: 3
- Views: 3904
Re: My Player Struct
Probably because they work the same and he wanted all functions and variables to be public.Asimov wrote:Hi mell,
I would be interested to know why you opted for a struct rather than a class?
- Sat Aug 30, 2014 7:14 pm
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 47609
Re: Deferred Rendering
Hi scorpeti,
I lost my source and shaders as well. But i have a collection of releases someone else collected. I updated the first post.
Kindly packaged by someone else (collection of releases, no idea whats in there actually)
I lost my source and shaders as well. But i have a collection of releases someone else collected. I updated the first post.
Kindly packaged by someone else (collection of releases, no idea whats in there actually)
- Wed Mar 19, 2014 3:14 am
- Forum: Code Snippets
- Topic: Base Irrlicht Project with cmake
- Replies: 0
- Views: 1317
Base Irrlicht Project with cmake
I made a simple setup for irrlicht projects with cmake for linux: https://bitbucket.org/suddani/irrlicht-base
- Sun Mar 09, 2014 11:02 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69711
Re: To The Rescue of Your FPS - Build A World's Irrlicht
what i do is checkout the libs i want to change in a subfolder of my project. fortunatly most of them use git these days so i can easily use my own branch locally. This allows me to patch stuff and do proper versioning a different repo than the main project and still keep everything neatly together.
- Fri Dec 06, 2013 10:07 pm
- Forum: Beginners Help
- Topic: Particle system help
- Replies: 18
- Views: 1639
Re: Particle system help
Well you should take a look at my particle system. It was implemented in irrlicht and answers all your questions.
- Fri Dec 06, 2013 9:37 pm
- Forum: Beginners Help
- Topic: Particle system help
- Replies: 18
- Views: 1639
- Thu Sep 05, 2013 8:18 pm
- Forum: Beginners Help
- Topic: Easiest Approach to classic Trigger/Event Maps
- Replies: 14
- Views: 1190
Re: Easiest Approach to classic Trigger/Event Maps
IrrScene does not support stuff like "entites" only scenenodes. You though create your own scenenode type which is basicly just an entity placeholder that you could place in the scene.KyleHarrison wrote:Quick Q about that example, does it use Quake3 BSP or IrrScene?
- Tue Sep 03, 2013 9:42 pm
- Forum: Beginners Help
- Topic: Easiest Approach to classic Trigger/Event Maps
- Replies: 14
- Views: 1190
Re: Easiest Approach to classic Trigger/Event Maps
scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) smgr->getMesh(mapname); //the you can access the entities by scene::quake3::tQ3EntityList& entities = mesh->getEntityList();//that list is actually a core::array< scene::quake3::IEntity > //now you can also in case those entities are brus...
- Tue Sep 03, 2013 8:19 pm
- Forum: Beginners Help
- Topic: Easiest Approach to classic Trigger/Event Maps
- Replies: 14
- Views: 1190
Re: Easiest Approach to classic Trigger/Event Maps
You are forgetting that irrlicht is only a rendering engine. If you want trigger areas you first have to programm them before you can load them from a file. Irrlicht BSP loader is fully featured it supports loading entities from bsp files but of course you have to programm those entities first.
- Sun Sep 01, 2013 3:14 am
- Forum: Beginners Help
- Topic: Shadow range
- Replies: 1
- Views: 248
Re: Shadow range
no. you will have to use shadowmapping