Feature Requests

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Cyber_Sneak
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Joined: Tue Sep 09, 2003 4:48 pm
Location: USA - All your base are belong to us

Post by Cyber_Sneak »

ok, forget the cg idea since right now it is nvidia only. still shaders support would still be cool. getting irrlicht to compile on OSX probably wouldnt be to hard would it? if i had a mac i'd try to myself (if u wanna donate one...... :) ).

and 0.5 will be released 'when its done' :wink:
If a packet hits a pocket on a socket on a port,
And the buffer's interupted and the interupt's not caught,
Then the socket packet pocket has an error to report.....
Lka
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Location: Italy

Post by Lka »

Cyber_Sneak wrote: getting irrlicht to compile on OSX probably wouldnt be to hard would it? if i had a mac i'd try to myself (if u wanna donate one...... :) ).
Hummm.. I would buy one for me first... I would like to port my "future game" to OSX too.
Cyber_Sneak
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Location: USA - All your base are belong to us

Post by Cyber_Sneak »

Lka wrote:I would buy one for me first... .
selfish, selish, selfish. :P

oops, i guess we're kinda getting off topic here
If a packet hits a pocket on a socket on a port,
And the buffer's interupted and the interupt's not caught,
Then the socket packet pocket has an error to report.....
indianbeard
Posts: 20
Joined: Mon Sep 08, 2003 6:35 am
Location: India

Post by indianbeard »

I think shaders will be a very needed in the future.There are similar languages like Cg by microsft(HLSL?) and the opengl shading language.
FleshCrawler
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Post by FleshCrawler »

Well, i still hope that MD3 will be suported in the future :)

(offtopic)
Cyber_Sneak wrote:and 0.5 will be released 'when its done' :wink:
mr. Mark Rein has spoken :P

{correction} Corrected a typo, wich i noticed when i was tired :P
Raumkraut
Posts: 31
Joined: Fri Aug 22, 2003 9:41 am
Location: The North, UK

Post by Raumkraut »

Howabout LWO (Lightwave Object/Model) support?

Though I'm probably the only geezer here using it here, I thought I'd get the request on the list. ;)
WhytWulf
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Post by WhytWulf »

Raumkraut: I'm a lightwave user too, and once I get the front end of my progect finished I'll be turning my head towards 3 file formats, .X, .LWO (maybe have a go at LWS too), and OpenFlight..unless if Niko beats me too it.. :)
Raumkraut
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Post by Raumkraut »

Kickin' bottom. :D
WhytWulf
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Post by WhytWulf »

Niko, here is a nice idea. how about pageble geometry. like Morrowind.

I've been playing around with Vega Prime, at work (developers are nice to let me look at their tools), and came across this nice feature, where the world is broken into chunks (array of map objects). As the player moves around the world the mapobjects in the direction the player is moving are loaded and the mapobjects behind are removed (freeing up memory), so technically the player would never notice a loading screen or pause as the world geometry is loaded..


Oh I can't do an Open Flight loader, as the API to read it in is licence only (so the dev team tells me) (I don't wnat to get Niko and myself into trouble....)
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niko
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Post by niko »

The idea of streaming data in and out is nice, but it's a lot work to do. But since i've played Gothic and DungeonSiege, I'll think about that too. :)
About LWS support: No, not in the near future. But there will be .X support, i think there are some very good exporters from lightwave to .X. MD3 support: Yes, maybe already in next release, but I cannot promise it. :)
Pixel/Vertexshaders: Sure, but later.
OSX: Not in the next half year. :) I don't have access to a Mac, and I don't think there are a lot users who want this. Correct me if I am wrong.
hearsedriver
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Post by hearsedriver »

I would LOVE to see a Mac version. And I would also love to see a Cinema 4D file importer.

Cheers.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
saigumi
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Post by saigumi »

Pageing terrain is already do-able.

My first howto had it, but I called it "Seemless World".

http://www.saigumi.net/archives/000021.html

The code for BlockQuest uses one huge bitmap to figure out which textures and a bunch of landblock files control the objects on each tile.
Crud, how do I do this again?
Guest

Post by Guest »

Joystick Support would be nice!
[dx/x]=HUNT3R
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Location: Hurricane Central, Florida

Post by [dx/x]=HUNT3R »

Yes it would but this is a 3D graphics engine. key word there "graphics".
unknown_usr
Posts: 14
Joined: Thu Oct 02, 2003 7:03 pm

Post by unknown_usr »

How about .ase (3ds Max ASCII export) file support? Then it would be possible to place all the lights, cameras and more directly in the editor.
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