hello all

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply
Toasty
Posts: 3
Joined: Fri Nov 14, 2003 3:20 pm

hello all

Post by Toasty »

Hi all, I've just joined in using Irrlicht, I semi wrote my own engine called "Fury SDK" before deciding I really couldnt be bothered and giving up, it got as far as the core engine (maths/states/etc) and md3/3ds/bsp (with shader support :P) loading, the collision detection was much more limited and it was win32 ogl only. I sort of realised it was a waste of time reinventing the wheel, plus I don't think it was as user friendly as Irrlicht was. I only wanted an engine to write a few games with, seems a waste of time first writing the engine :)

Watch this space and I'll try and port across some of the stuff I'd done in my engine, limited as it may be. I'm tempted to either write a first person shooter (just like everyone else :() or a turn based laser squad-esque game played in full 3d maps.

What's the deal with the CVS? Is it possible to add features (those shaders ;) and quats) and send them directly to you or are you working on it 100% solo? I would ammend the version on the website but I've noticed that's way behind your current WIP version.

Toasty!

PS: by the way, what does Irrlicht mean? bablefish thinks it means "Erring Light" (assuming it is german as im guessing) which doesn't mean a vast amount to me
PPS: Good job Niko by the way, I'd never even heard of Irrlicht until a few days ago, very impressive stuff!
/me rotates
elvencode
Posts: 33
Joined: Thu Oct 02, 2003 11:10 am
Location: Italy
Contact:

Post by elvencode »

hi, welcome, you can read the FAQ if you want, that answers your questions http://irrlicht.sourceforge.net/faq.html
however i think that niko will respond you also
:)
Guest

Post by Guest »

Hehe, oh yeah, thanks. I really should have read that before asking anything :)

"If you've wrote your own SceneNodes, image or mesh loaders or further extensions to the engine, just send them per mail to me or post them into the forum." - When I get home I'll check the source out a bit more and see how easy it'd be to add md3 (quake 3 models) and bsp shaders from my engine.
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
Contact:

Post by niko »

Hi and welcome too, elvencode said it all, yes. Hope you'll have fun with the engine. ;)
Post Reply