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Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

The reason some stuff was not included, was because the changes I had been making to IrrSpintz were breaking the Irrlicht interface, and I've realized if it's very different, or there are lots of API changes, people won't use it. So I restarted from Irrlicht-0.14 and am doing what I can to make IrrSpintz as close to the original API of Irrlicht.

However, I'm making IrrSpintz so that eventually I can make my own game. There are features I want, that Irrlicht doesn't have, and unfortunately, to implement those features, some aspects of the API need to change, some more than others.

I do plan on implementing everything I had in the original Irrlicht-0.12, plus more, I'm trying to do it piece by piece, and do what I can to keep the interface the same. I also want to have fun with it and learn how to implement new technologies, like right now, instead of adding more of the old stuff I had, I'm implementing 3D Volume Textures, and the automatic creation of them from a standard IImage, which should make for some very cool effects( which BTW I already have VolumeTextures being loaded in DirectX9 :twisted: )

I'm not working on IrrSpintz to try and make another spin-off of Irrlicht. I like Irrlicht, a lot, and think it has great potential. The API is very easy to understand and it can be extended very easily.

I guess what I'm getting at, is I'm doing IrrSpintz for my own purposes, while trying to make those changes available to the community and ultimately to Niko, so that he may integrate them into the Irrlicht base. I'm flexible, and try to make changes that everyone here likes ( which is why I stuck it out, learned OpenGL, and fixed the renderstates, even though I planned only to use DirectX ).

Also, I'm making TONS of changes, and rather rapidly, so it's hard to keep track, especially with restarting from scratch from Irrlicht-0.14. My memory is fading as I'm getting older and I suck at documenting the changes I make, so if I'm forgetting things, don't be shy, remind me, I don't get offended. So......what'd I forget!!! :D
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Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

hybrid, you bring up some good points. However, at this time Niko is not accepting other developers into the "commit" process. Either he does it or no-one does; and his time is limited.

This has (for Niko) the benefit that the engine goes only where he wants it to. As a good/current example, there are alot of developers advocating using the STL. Niko does not want this and as the sole developer with commit priviledges - he can enforce this. If the developer he chose to help him merge in the changes made by otheres happened to disagree with him - he is in a weaker position to argue his point. At the moment, if he doesn't want it (regardless of the reason) it doesn't go in. Add in another developer and the need to agree on things becomes a part of the equation.

I too do not want to fork Irrlicht. As Spintz said - it has a nice clean interface and does alot of what I want it to do. However, there are bugs that Niko hasn't got to cleaning up yet (and according to some posts I have read - they have been there for several versions, though I cannot verify the truth of these claims). There are features/changes Niko will not consider adding. As such, this means (like Spintz) I HAVE to fork it for my projects internally at the very least.

I am helping out with IrrSpintz where I can as alot of what Spintz is doing is fixing the bugs in the system. Some of it is nice features (some of which I'll probably never use!), but for me the reason IrrSpintz is good is that it is fixing alot of the niggly (but very important) things that Niko never gets around to.

Hmmm... long and rambling without much of a point. Sounds about right to me :P

--EK
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

COMING SOON.....

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:16 pm, edited 2 times in total.
sRc
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Post by sRc »

lol i havent updated the DirectX SDK since october

http://www.microsoft.com/downloads/deta ... laylang=en
^ runtimes for those who need them
The Bard sRc

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Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:15 pm, edited 1 time in total.
dracflamloc
Posts: 142
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Post by dracflamloc »

wow spintz i can't believe you're still going at it. cool stuff man
drac_gd
Posts: 132
Joined: Sun Apr 09, 2006 8:43 pm

go go Spintz

Post by drac_gd »

I agree with racflamloc
Thanks Spintz for your hard work. My project is a mix of IrrSpintz IrrLicht 0.14 and my own stuff. Spintz your work has saved me alot of time and headaches.
THANKS
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:15 pm, edited 1 time in total.
dracflamloc
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Post by dracflamloc »

Cool. I'm sorta in the market for a new 3d engine because I plan on making a new game. Still trying to decide if irrlichts for me on this. The 256x256 terrain limit is really turning me off.
Xaron
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Post by Xaron »

dracflamloc wrote:The 256x256 terrain limit is really turning me off.
This is no real limit. ;) You could just apply the 32bit-indices patch and everything works fine. :)

Regards - Xaron
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:15 pm, edited 1 time in total.
stodge
Posts: 216
Joined: Fri Dec 05, 2003 5:57 pm

Post by stodge »

If it wasn't a RAR file, I could download it and try to compile it under Linux for you. Maybe. If I have time. 8)
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 2:15 pm, edited 1 time in total.
kornerr
Posts: 245
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Post by kornerr »

Why is it only 0.15 beta1 while Irrlicht is already 1.1?
Open Source all the way, baby ;)
OSRPG
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