Search found 1696 matches

by sudi
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
by sudi
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...
by sudi
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...
by sudi
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 ...
by sudi
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?

by sudi
Wed Dec 24, 2014 3:00 pm
Forum: Code Snippets
Topic: My Player Struct
Replies: 3
Views: 3904

Re: My Player Struct

Asimov wrote:Hi mell,

I would be interested to know why you opted for a struct rather than a class?
Probably because they work the same and he wanted all functions and variables to be public.
by sudi
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)
by sudi
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
by sudi
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.
by sudi
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.
by sudi
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

KyleHarrison wrote:Quick Q about that example, does it use Quake3 BSP or IrrScene?
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.
by sudi
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...
by sudi
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.
by sudi
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