pure .NET version of engine for download
pure .NET version of engine for download
Hello.
Sorry, my english poor.
Why not add for downloading pure .NET version of engine, because full release pack very big for me and I'm need only .NET assemblyes and .NET doc (and irrlicht dll).
Sorry, my english poor.
Why not add for downloading pure .NET version of engine, because full release pack very big for me and I'm need only .NET assemblyes and .NET doc (and irrlicht dll).
I guess because it would be a lot of work and would appeal to a smaller audience. Bear in mind there is over 2 meg of source and over 130 classes in the C++ version.
However, if enough people are interested, I don't mind putting some effort into it. I'd really like to be able to write image and mesh loaders in C#.
However, if enough people are interested, I don't mind putting some effort into it. I'd really like to be able to write image and mesh loaders in C#.
Just because it is a whole rewrite doesn't make it unrelated to irrlicht. I like this idea alot. The wrapper in my opinion is incovenient. If I'm using .NET to write my app, I would like to use any and all features of .NET as it stands today. This includes the ability to write my own scenenodes in .NET without having to muck around with the wrapper assembly. Its this and a few other things that annoy me most about irrlicht. Otherwise, it's great.
For example, look at ogre, and it's .NET port axiom. Even though axiom is not ogre and vice versa, axiom is still considered to be related to ogre. The issue then becomes whether momentum can be maintained and features from irrlicht can be ported promptly over to .NET as Niko makes them available.
For example, look at ogre, and it's .NET port axiom. Even though axiom is not ogre and vice versa, axiom is still considered to be related to ogre. The issue then becomes whether momentum can be maintained and features from irrlicht can be ported promptly over to .NET as Niko makes them available.
Well I put several hours work into it.. got some basic classes and structs written up, wrote a test program and... I see nothing. I have no idea why.
I wrote enough to create a test scene node and render it in OpenGL. If someone can give me somewhere to put it, I can rar up the source for someone else to take over.
I wrote enough to create a test scene node and render it in OpenGL. If someone can give me somewhere to put it, I can rar up the source for someone else to take over.
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- Posts: 24
- Joined: Fri Nov 04, 2005 1:44 pm
- Location: Grafenwoehr, Germany
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- Posts: 24
- Joined: Fri Nov 04, 2005 1:44 pm
- Location: Grafenwoehr, Germany
thx Foole for sending me your results.
I uploaded them to my server
Here is the link: http://www.suche-lehre.de/irrlicht/Irrl ... -0.0.1.rar
Currently im working on an other project so i don´t have the time to look why your engine doesn´t work. In a week or two the project should be finished so i can take over your source code
Andi
I uploaded them to my server
Here is the link: http://www.suche-lehre.de/irrlicht/Irrl ... -0.0.1.rar
Currently im working on an other project so i don´t have the time to look why your engine doesn´t work. In a week or two the project should be finished so i can take over your source code
Andi
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- Posts: 38
- Joined: Mon Nov 07, 2005 5:55 am
.NET is important to me because it makes programming easier and makes my time more productive.i dunno why .NET is important. don't get me wrong i have the framework on here and i've got VS.NET and program in C++ (that's how i foung this awesome API) but i wouldn't make a DL for just that.
Unfortunately, if I want to get the most out of Irrlicht, I have to use C++. To me, that's a problem and it's an avoidable problem. I used C and C++ for many years before I learned C#, but I can't go back.
I have no idea what you are trying to say here. How can you add .NET support in a similar way to OpenGL and DirectX?if anything IMO it should be added in like OpenGL and DirectX. they work together. that would be sweet