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.
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B@z
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Post by B@z »

and if we talk about ogre, what about setting different animations for joints in the same node? e.g. running while shooting. thats an important feature for almost all kind of games where u control a human.
i have a solution for that, but that isn't too good for performance i think...
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ent1ty
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Post by ent1ty »

It might be a good idea to have ITimer work with microseconds instead of miliseconds. This is sometimes just not precise enough.
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hybrid
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Post by hybrid »

Some people are already suggesting to remove the one millisecond precision and come back to 10-15 ms, due to the problems with HighPrecisionTimer or whatever this is called. But how would one go beyond this 1ms limit?!
ent1ty
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Post by ent1ty »

hybrid wrote:But how would one go beyond this 1ms limit?!
Well I suppose there are some libraries out there that can do it, just try google.
Or did you mean something else?
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Height2Normal v. 2.1 - convert height maps to normal maps

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CuteAlien
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Post by CuteAlien »

ent1ty wrote:Well I suppose there are some libraries out there that can do it, just try google.
The high resolution timer is the best you can get from Windows on PC's. But well, maybe there are tricks to get beyond that of which I never heard.
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ent1ty
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Post by ent1ty »

Ok, so it might be harder to implement than I thought, if at all, but I would still love this.
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Height2Normal v. 2.1 - convert height maps to normal maps

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BlindSide
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Post by BlindSide »

It's not hard, it's unreliable, read more from our friend at VirtualDub: http://www.virtualdub.org/blog/pivot/entry.php?id=106
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ent1ty
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Post by ent1ty »

Maybe you could add a setScale func that takes as parameter a float and sets x,y and z scale of the object to the value. This should be easy to implement and would make my code much more readable on many places.

Code: Select all

ISceneNode::setScale(f32 nscale)
{
  this->setScale(nscale, nscale, nscale);
}
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Lonesome Ducky
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Post by Lonesome Ducky »

entity, you could just do this:

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node->setScale(vector3df(2));
ent1ty
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Post by ent1ty »

which is still longer than

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node->setScale(2);
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Lonesome Ducky
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Post by Lonesome Ducky »

Informing you in case you didn't know
3DModelerMan
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Post by 3DModelerMan »

I think we need custom particle affector and emitter serialization support.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
CuteAlien
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Post by CuteAlien »

3DModelerMan wrote:I think we need custom particle affector and emitter serialization support.
Plus custom font and custom skin serialization support. And probably should go through other classes to check if we miss some more.
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3DModelerMan
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Post by 3DModelerMan »

Yeah, that would be awesome. We could do nearly anything from an editor.
That would be illogical captain...

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http://www.kongregate.com/games/3DModel ... tor#tipjar
stefbuet
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Post by stefbuet »

I saw 3DmodelerMan asking if you'll add cube map support.
I "up" this question, because it would be really cool to produce shadows fastly.
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