What are the plans for Irrlicht 1.8 and further?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
ent1ty
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Post by ent1ty »

I think that at the moment, the thing that irrlicht lacks the most is pixel lighting shader for all materials.
But it would be nice to have also some new shadows system. The current one is from v 0.2 or so.
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Insomniacp
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Post by Insomniacp »

I believe Blindside is planning on putting XEffects into the engine so that should improve shadows and lighting
ent1ty
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Post by ent1ty »

Then I hope that he will finally implement normal point lights :)
When talking about this, Sudi's deferred rendering ain't bad too, is it? It just needs shadows also for point lights. And some more options, like disabling VSM and disabling shadows for some objects etc.
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Post by Insomniacp »

yeah his looked good as well sadly i know next to nothing about shaders and won't until I need to start adding them :P. That being said I can't argue what looks good and doesn't but the screen shots were nice :wink:
ent1ty
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Post by ent1ty »

Deferred lighting is used commonly in today's professional games, so the technique is probably a good one. The other question is optimization though.
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etal2009
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Post by etal2009 »

I would like to see included per pixel shaders or post processing.
Lonesome Ducky
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Post by Lonesome Ducky »

etal2009 wrote:I would like to see included per pixel shaders or post processing.
Irrlicht does have included normal mapping and parralax mapping shaders. It's quite trivial to implement your own if those aren't enough for you.
sudi
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Post by sudi »

ent1ty wrote:Then I hope that he will finally implement normal point lights :)
When talking about this, Sudi's deferred rendering ain't bad too, is it? It just needs shadows also for point lights. And some more options, like disabling VSM and disabling shadows for some objects etc.
Shadows for pointlights are comming :D
What else do you need. just post it in my thread. Now my exams are over and i have some time again to work on it.
btw. performance actually increased alot...dunno if i uploaded that version though.
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Mel
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Post by Mel »

I guess it is not for the 1.8 because it would be pretty large, but i think it would be great that among the utilities of irrlicht, there was included a lightmapper.
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Virion
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Post by Virion »

Mel wrote:...there was included a lightmapper.
i wish irrlicht would bake lightmap by itself.
hybrid
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Post by hybrid »

A render engine is usually not supposed to do the content creation stuff as well. So let's better concentrate on the render side first. irrEdit does something like that, ask there for additional features towards content creation.
oginnam
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Post by oginnam »

... Syndey need cosmetic surgery :lol: :lol:
thespecial1
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Post by thespecial1 »

will GL_EXT_texture3D support be added in any future versions??
hybrid
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Post by hybrid »

Yes, of course.
gingerheadman
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Post by gingerheadman »

The top things I'd like to see in Irrlicht 1.8 are specular mapping, HDR rendering, decals, and post process effects like colour balance, bloom, motion blur, etc.

I know most of those things I listed aren't too tricky to implement yourself as long as you know a bit about shaders, but it would be really good if they were actually included in Irrlicht.
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