What's new features for Irrlicht 1.6
I wanna see good bsp stuff in irr 1.6. MOHAA, Enemy Territory, or RTCW .bsp support? It'll be great feature.
here is reference topic where you can found mohaa .bsp loader code
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32392
and here you can grab RTCW source code (with rtcw .bsp loader)
http://returntocastlewolfenstein.filefr ... file/;8508
here is reference topic where you can found mohaa .bsp loader code
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=32392
and here you can grab RTCW source code (with rtcw .bsp loader)
http://returntocastlewolfenstein.filefr ... file/;8508
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and what about natively joypad's force feedback? actually you can implement it with OIS... http://sourceforge.net/project/showfile ... 5&abmode=1
but it would be cool if you can handle it only with irr!!!
but it would be cool if you can handle it only with irr!!!
It's dependent of current environment, but MRTs, FP formats, Cube and Volume textures and *.dds file support (compression, mapmapping etc.) will be very, very useful stuff.devsh wrote:MRTs, Floating point textures and instancing would be the best to go for because they woud make irrlicht lighin fast^2
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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- Location: Bulgaria
1) Hardware Skinning - I started learning vertex shaders(never worked with them), but it turns to a herculean task for me at this time. This will give a nice performance boost, like in sio2`s examples. I PM-d him if he could release the source, but he didn`t even bothered to reject my request, so I`ll keep learning and trying.
2) Some build-in shadow implementation for Xeffects` shadows with adjustment for the size and filtering (quality vs speed).
3) Maybe some culling techiques for not rendering all that`s beyond the wall and on...
2) Some build-in shadow implementation for Xeffects` shadows with adjustment for the size and filtering (quality vs speed).
3) Maybe some culling techiques for not rendering all that`s beyond the wall and on...
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
To implement Shadow Mapping in Irrlicht, in general, irrlicht should have an unified structure for materials that suported shadow mapping. Like built-in shaders, in the same fashion as the fixed function (SOLID, TRANSPARENT... etc). because if not, i think it would become quite ineficient.
How does Hardware Skinning work?
How does Hardware Skinning work?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Bezier surface & mesh
It will be great that irrlicht can render bezier surface & mesh.
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Well. I guess the devteam can implement all these features during their lifetime, if they try to do it in the current way. A more modul/plugin orientate system may help to seperate the core dev tasks from features tasks and provide a more simple way to allow and distribute extentions (less code snippets and more allready compiled plugins(packets)).