Speed And Modifications
S'ok, lots of people on these forums put the 'R' can't figure out why. Don't bother me, sprintz still gets my attention as well, until someone creates a user like that, then we're in trouble 
Last edited by Spintz on Sun Mar 04, 2007 2:32 pm, edited 1 time in total.

Sprintz wrote:I'm such an *****..Spintz wrote:S'ok, lots of people on these forums put the 'R' can't figure out why. Don't bother me, sprintz still gets my attention as well, until someone creates a user like that, then we're in trouble
TOOOO FUNNY!
Last edited by Spintz on Sun Mar 04, 2007 2:32 pm, edited 1 time in total.

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playerdark
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monkeycracks
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rogerborg
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Or, you could just bring playerdark onto the dev team and let him get on with it. He clearly knows his stuff. Ditto vitek and possibly othershybrid wrote:But since we did not yet a satisfactory solution you should throw in your design and thoughts and maybe push the development to a point where we can fix the final architecture and add all this stuff into Irrlicht. So go for it
I can't stress strongly enough how frustrating it is having such a bottleneck on contributing to Irrlicht. I really don't mean this as criticism, but please look at it from my point of view; I'm already running a forked build, and currently have 4 patches rotting in the tracker, only 1 of which is even assigned. Really, what's my incentive to contribute any more patches rather than just do an IrrSpintz and fork off, never to return?
Please upload candidate patches to the tracker.
Need help now? IRC to #irrlicht on irc.freenode.net
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Need help now? IRC to #irrlicht on irc.freenode.net
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hybrid
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Well, two of your patches are just some weeks old, one is not only assigned but also partially implemented, and one is a major change which also requires some cleanup before. I am currently working on the light stuff but there are some problems already with the current implementation, so where's the logic in adding stuff to a WIP area?
I'm pretty sure that the get/set patch will be applied sooner or later, the new billboards maybe later than sooner. But what's the point in adding some patches to a new SDK when switching to the next version? I don't see major trouble -- compared to forking and never returning. And maybe the dev team will increase sometimes.
I'm pretty sure that the get/set patch will be applied sooner or later, the new billboards maybe later than sooner. But what's the point in adding some patches to a new SDK when switching to the next version? I don't see major trouble -- compared to forking and never returning. And maybe the dev team will increase sometimes.
Hey playerdark,
your changes to the irrlicht engine sound really cool. I hope they are used to improve irrlicht and make it more powerful.
Your terrain node seems to also improve the irrlicht node.
Is it an endless terrain ?
Can you post a link to your homepage to download a demo ?
Great stuff !
izigoo
your changes to the irrlicht engine sound really cool. I hope they are used to improve irrlicht and make it more powerful.
Your terrain node seems to also improve the irrlicht node.
Is it an endless terrain ?
Can you post a link to your homepage to download a demo ?
Great stuff !
izigoo
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Damn I wanted first dibs on Sprintzmonkeycracks wrote:That was meh.Sprintz wrote:I'm such an *****..Spintz wrote:S'ok, lots of people on these forums put the 'R' can't figure out why. Don't bother me, sprintz still gets my attention as well, until someone creates a user like that, then we're in trouble
Just for the record.
@ SPINTZ you would think there will be more people using your engine with all these great features, I think Ill have another look at it... PS: Out of interest purely, what is the engine at work like?
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playerdark
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Izigoo, the link is here:http://www.sociolotron.com/tmp/setup.exe
the terrain is not endless but pretty huge since it's procedural but based on a heightmap, it uses multiple spline curves to identifies a point's height based on a map, so I can get about 64 Km sidelength of detailed terrain out of a 1000 * 1000 heightmap with only a fews hundred KB of memory.
One more thing: most terrain screenshots I have seen here are more for a flight sim like application, they look good from a distance. I use a different approach because in my game there is only walking, no real flying so I don't use aerial photography or so for the textures.
the terrain is not endless but pretty huge since it's procedural but based on a heightmap, it uses multiple spline curves to identifies a point's height based on a map, so I can get about 64 Km sidelength of detailed terrain out of a 1000 * 1000 heightmap with only a fews hundred KB of memory.
One more thing: most terrain screenshots I have seen here are more for a flight sim like application, they look good from a distance. I use a different approach because in my game there is only walking, no real flying so I don't use aerial photography or so for the textures.