Irrlicht future?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Lantis

Irrlicht future?

Post by Lantis »

Can author of this nice engine say - he continue developming this library?
Because too many time here no updates ;((
Dataleap
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Post by Dataleap »

If you look at the news (Happy birthday Irrlicht Engine! post), you can see that there is one release about every 35 days. That's a lot of work!

You can also check the Development section for a TODO list before 0.7 and its progress.
Tyn
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Post by Tyn »

I wouldn't worry that Niko hasn't posted for a while, either he is busy with the engine or busy with personal life, both are very understandable IMO. I am confident if Niko was to ever stop work on Irr then he would let everyone know, I doubt he would go AWOL leaving everyone in the dark.
saigumi
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Post by saigumi »

Yeah, What was the time between 0.4 and 0.5? 3 Months?

Then we got spoiled on the 0.6 released so quick.

Besides, if you need improvements, that's what the TPIM program is for.
Crud, how do I do this again?
niko
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Re: Irrlicht future?

Post by niko »

Lantis wrote:Can author of this nice engine say - he continue developming this library?
Because too many time here no updates ;((
Yep, sorry for the lack of updates. But I've got a lot to do at university currently. I hope it will get better soon. But I definitively will not stop developing the engine. :)
Hunter (rus)

Post by Hunter (rus) »

2Nico
Sorry for my english :) it's not my lang.
At the first - thanks for nice engine :)

then, what about the ps/vs suport in irrlicht in future ?
and will you remove much DrawIndexedPrimitiveUP calls in
d3d renderer source ? It's work SLOW!
niko
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Post by niko »

pvs support is not planned yet, but there will be a possiblility of removing all the DrawIndexedPrimitiveUP calls until the final version of the engine.
Hunter (rus)

Post by Hunter (rus) »

niko
ps/vs - it's a shader's :)
About pvs - i think that pvs implementation -
it's custom work for each game.
Lord_ZealoN
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Post by Lord_ZealoN »

Niko. and why you do not request collaboration?

crystal space or ogre3d (I prefer irrlicht :P), have 62 and 23 (respectively) people working in those projects. That collaboration allows one more a faster evolution of engine in addition to a greater knowledge altogether to include improvements to this one.

it is only an opinion, I hope does not feel to you bad

Sorry for my bad english
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Tyn
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Post by Tyn »

There's also disadvantages with group collaboration. Everyone sees the project going their own way and arguements always follow, especially if like me the guys are quite forceful of their idea's. Got me in to trouble with a really big project I was in because of someone equally as forceful as myself. I do try not to do that noawadays but it took a bollocking for me to realise this. Plenty out there like me who haven't had that, check out the Linux development forums for further proof. Damn, I would have hated to be in that project :D

Niko's engine, Niko's choice when he opens out development as far as I'm concerned. Saigumi set up a third party Irrlicht module system for people to extend the engine. People could always help by making use of that.
Domarius
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Post by Domarius »

Tyn wrote:There's also disadvantages with group collaboration. Everyone sees the project going their own way and arguements always follow, especially if like me the guys are quite forceful of their idea's. ...
Yeah I know what you mean - when a project is really close to my heart, I preffer to either work alone, or be the project leader. Group assignments at Uni have made me realise this.

I'm quite happy with Niko working on it on his own - he's done great so far, why ruin a good setup? :)
KittenGamer

For me ...

Post by KittenGamer »

I am a section worker type, I like to work one the parts I understand of a project without a team but find others to do what I don't uunderstand. That is why I love IrrLicht, I understand programming and the like, but I am no good with the 3D environment at all, including making models and such. IrrLicht saved me a lot of headaches. Thanks, it works perfectly for what I need and I appreciate all the work. If I ever become a famous game designer you will be remembered.
Xaron
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Post by Xaron »

Dude, this thread is 2 years old. :shock:
But it's a good demonstration, that the development of Irrlicht doesn't stop. :)

Regards - Xaron
afecelis
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Post by afecelis »

Just had some words with Niko and believe me things are moving fast in the back!!! expect some news soon! :wink:
vermeer
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Post by vermeer »

That's cool to hear.

For some reason, I keep coming back here :)
Finally making games again!
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