IRRLICHT 0.12 IS OUT!! HELL YEAH

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
niko
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Post by niko »

Fred wrote:The ZIP file unzips into the current directory (at least under Linux) instead of unzipping into an Irrlicht specific sub-directory
Yep, sorry for this. I fixed it and uploaded a new 0.12.0 zip version. But besides the known glXGetProcAdress bug, the release seems to be pretty ok. :) [BTW: anybody knows an official, reliable fix for this?]
luckymutt
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Post by luckymutt »

ROCK !!!
Indeed, this is getting rather sophisticated.

I'll be playing around with the "timer" stuff...
anybody know how to use this yet? I don't quite grasp the API for it.
Can this be applied to a single node/animation/rotation, etc?
MikeR
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Post by MikeR »

Wow. This is looking fantastic. :) Thanks Niko.
If it exists in the real world, it can be created in 3d

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Grey Lantern
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Post by Grey Lantern »

Yes! Massive pat on the back once more. This version has some great additions.. initial tests are good. The new timer stuff is a life saver, the multi scene managers are great.

I don't see anything in the change file about anisotropic, zbuffer (d24X8 in yet? - well no, I looked at the source it appears the same as 11?) and app icon setting without getting down and dirty with win32 stuff...

Also I appear to be loosing the use of my event reciever sometimes (in opengl, release mode, or fullscreen it happens more) so that my key inputs are ignored?? I think this may have been happening in 0.11 also and it COULD be my code but it looks ok??

Thanks again - keep up the GREAT work! :)
grayman
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Post by grayman »

awesome, irrlicht 12 is so cool, but i have a question, now .my3d works well then can we work with the exporter what we have or we must wait an zdimitor update
Guest

Post by Guest »

Hi,

I want to download the new update, but following the link above leads me to the 0.11. version, not 0.12 .Is this the new file having still the old name ?

cheers
Tom
omaremad
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Post by omaremad »

Nice features

i think all the open gl shader stuff is the best and probably took niko the most time

thank u
Guest

Post by Guest »

grayman wrote:awesome, irrlicht 12 is so cool, but i have a question, now .my3d works well then can we work with the exporter what we have or we must wait an zdimitor update
go to the sf project page:-

http://sf.net/projects/irrlicht
Miran
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Post by Miran »

Excellent engine! very easy to get into

But if this is 0.12 what is 1.00? I mean many of the features seem to be complete. I actually thought 0.9 was 0.90 when i first downloaded irrlicht :D

Well anyway great work Niko.
GX

Post by GX »

Can we load my3dmesh textures from ZIP files yet??
MikeR
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Post by MikeR »

Miran wrote:Excellent engine! very easy to get into

But if this is 0.12 what is 1.00? I mean many of the features seem to be complete. I actually thought 0.9 was 0.90 when i first downloaded irrlicht :D

Well anyway great work Niko.
If you look at the main irrlicht page: http://irrlicht.sourceforge.net and go to the developement page, you'll see the roadmap and where Niko is in it to version 1.0.0
If it exists in the real world, it can be created in 3d

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Midnight
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Post by Midnight »

OMG it's like christmas for me!!!!

I'm not sure how new this is but there is now an enumeration for the GUIElement TYPE yessss!!!

what this means is that Guice will now have a properly working selection and saving system I'm still working on "loading" and "saving as" but I have already implemented the saving and loading of the options among other features new version comming soon got a few more things to add first.
FlyHigh
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Post by FlyHigh »

Midnight, till now could you not just have used the debug name for saving and loading?

And the RTTI for GUI elements is it for our benefit (developers) or the compilers or the engines? I never used RTTI before, just wondering...

Anyways GREAT JOB niko!
Midnight
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Post by Midnight »

FlyHigh wrote:Midnight, till now could you not just have used the debug name for saving and loading?

And the RTTI for GUI elements is it for our benefit (developers) or the compilers or the engines? I never used RTTI before, just wondering...

Anyways GREAT JOB niko!
uhh what?

well be as it may I didn't know how to do that this seems to be working perfectly.

btw in eguielementtypes.h at the very beginning it says:

Code: Select all

ifndef _E_GUI_ELEMENT_BLAH
define _I_GUI_ELEMENT_BLAH

shouldn't that be define _E_GUI_ELEMENT_BLAH  ??
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