2d capabilities

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julescoder
Posts: 34
Joined: Thu Feb 18, 2010 5:24 pm

2d capabilities

Post by julescoder »

I have seen the irrlicht 2d tut, but can it provide features which a conentional 2d engine like haaf's game engine would provide,
Mainly,
2d lighting effects,
2d camera.

Thnx in advance.
Josie
Posts: 44
Joined: Sat Jul 25, 2009 4:08 am
Location: Griffin, Georgia, US
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Post by Josie »

Irrlicht does not offer all the functionality of HGE. HGE has a much wider scope ( it does graphics, sounds, collisions, etc. ), whereas Irrlicht is (for the most part) just a rendering engine. Irrlicht can do 2d, but most of the functionality you'll have to do yourself. You'll also have to use other libraries for sound and probably collision, as I don't know how well irrlicht's 3d collision will play with 2d.

I'm also not sure what you mean by 2d lighting?
Lonesome Ducky
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Post by Lonesome Ducky »

2D is often achieved by a flat quad in 3D space. This takes advantage of hardware acceleration. As for the lighting, you could easily write a shader to do it yourself. And for collision, I've implemented box2D in irrlicht before, so I can tell you it's quite possible.
Josie
Posts: 44
Joined: Sat Jul 25, 2009 4:08 am
Location: Griffin, Georgia, US
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Post by Josie »

Lonesome Ducky wrote:2D is often achieved by a flat quad in 3D space. This takes advantage of hardware acceleration. As for the lighting, you could easily write a shader to do it yourself. And for collision, I've implemented box2D in irrlicht before, so I can tell you it's quite possible.
Agreed with Lonsome Ducky, but as I said, you'll be implementing your own functions to make/manipulate these quads.

Also note that drawing large numbers of individual quads can be slow without
optimization.
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