Of all the things i can think of to be included in the 1.4 version of irrlicht... a couple come to mind:
AVI Player.
Animation Blending.
so long have i searched and tried to get a simple avi playing in irrlicht, and failed, and then how many people would love to have their animated character walk and shoot WITHOUT having to create a "WalkAndShoot" animation!
other than that, i cant complain! Irrlicht is still the easiest games engine to use, Congrats on the good work!
I would like to hear what other people thing on the matter...
EDIT::
V1.4 sorry...
Possible inclusions for 1.4, or even sooner (hopefully)
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Possible inclusions for 1.4, or even sooner (hopefully)
Last edited by fleven_2001 on Sat May 05, 2007 1:32 am, edited 1 time in total.
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Re: Possible inclusions for 1.4, or even sooner (hopefully)
What kind of silly person would make a "WalkAndShoot" animation? Just split the body up into 2 meshes like they did in Quake 3...fleven_2001 wrote: WITHOUT having to create a "WalkAndShoot" animation!
OR What I am planning on doing is controlling the animation through bones by code so I can decide exactly whats happening where.
as far as I have seen the avi players for irrlicht have become outdated, or are DX Dependant
if you know a good one that works with 1.3 and in OpenGl please share the info hybrid, much appreciated.
If I am to ask for a feature, it's for the moment just 1 thing : To be able to hide the borders of the meshviewer
it's bugging the hell out of me atm.
if you know a good one that works with 1.3 and in OpenGl please share the info hybrid, much appreciated.
If I am to ask for a feature, it's for the moment just 1 thing : To be able to hide the borders of the meshviewer
it's bugging the hell out of me atm.
ya hybrid, sorry but I'll take that as a "no there ain't any working avi players atm. for irrlicht" by that I think a working player for irrlicht should work on all platforms and by that at least in opengl or burningV
It's simply something that should be in the engine in the long run... well... no rush I guess... maybe a 2.0 feature
It's simply something that should be in the engine in the long run... well... no rush I guess... maybe a 2.0 feature