What should go in Irrlicht 2.0?
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I would give a vote for a up to date, binary, well documented, Objekt format.
Should have following features:
1: of course static poly objekts.
2: bone & pose animations (partitional pose animations to.. example: facemorphing)
3:Multi textures(at least 4 better 8 )
4:Multi UV(at least 2 better 4 or 8 )
5:smoothgroups
6: exporter for the 3 big modellers(Max,Maya,Blender)
7:a real great feature would be some kinde of collision boxes per bone, or keyframe animated, for hitzones.(not a must have..)
8:some realy well working bone & pose animations (THIS IS REALLY REALLY IMPORTANT)
9:Animations per name (example setAnim("stand",i) where i is the procent)
that means every animation has to be saved with a name...
10:A loader for irrlicht and a specilized IAnimatedMeshScenceNode class..
place for further ideas..
(i know.. just let me dream)
but i think, a good grafic file format is one truely important aspect of a good grafic engine. Noone will realy use a engine, that has so many problems getting an animated Mesh correctly imported(the only way I ever found was the X file, but it is some kind of unnice to struglle with the exporter, figthing with so many setings etc..)
so i think a great working Fileforamt would be a good argument to use Irrlicht..(maybe even just a good ogre .mesh loader wich gives us access to all functions of the ogre file...)
what do all you out there think about it??
TGM
Should have following features:
1: of course static poly objekts.
2: bone & pose animations (partitional pose animations to.. example: facemorphing)
3:Multi textures(at least 4 better 8 )
4:Multi UV(at least 2 better 4 or 8 )
5:smoothgroups
6: exporter for the 3 big modellers(Max,Maya,Blender)
7:a real great feature would be some kinde of collision boxes per bone, or keyframe animated, for hitzones.(not a must have..)
8:some realy well working bone & pose animations (THIS IS REALLY REALLY IMPORTANT)
9:Animations per name (example setAnim("stand",i) where i is the procent)
that means every animation has to be saved with a name...
10:A loader for irrlicht and a specilized IAnimatedMeshScenceNode class..
place for further ideas..
(i know.. just let me dream)
but i think, a good grafic file format is one truely important aspect of a good grafic engine. Noone will realy use a engine, that has so many problems getting an animated Mesh correctly imported(the only way I ever found was the X file, but it is some kind of unnice to struglle with the exporter, figthing with so many setings etc..)
so i think a great working Fileforamt would be a good argument to use Irrlicht..(maybe even just a good ogre .mesh loader wich gives us access to all functions of the ogre file...)
what do all you out there think about it??
TGM
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- Posts: 277
- Joined: Thu Dec 15, 2005 6:11 pm
I think everybody wants this feature. Supposedly though, the b3d format has enough in it to use just fine and doesn't have the problems .x has. Plus, the new animation system should be coming soon.TheGameMaker wrote:I would give a vote for a up to date, binary, well documented, Objekt format.
Should have following features:
1: of course static poly objekts.
2: bone & pose animations (partitional pose animations to.. example: facemorphing)
3:Multi textures(at least 4 better 8 )
4:Multi UV(at least 2 better 4 or 8 )
5:smoothgroups
6: exporter for the 3 big modellers(Max,Maya,Blender)
7:a real great feature would be some kinde of collision boxes per bone, or keyframe animated, for hitzones.(not a must have..)
8:some realy well working bone & pose animations (THIS IS REALLY REALLY IMPORTANT)
9:Animations per name (example setAnim("stand",i) where i is the procent)
that means every animation has to be saved with a name...
10:A loader for irrlicht and a specilized IAnimatedMeshScenceNode class..
place for further ideas..
(i know.. just let me dream)
but i think, a good grafic file format is one truely important aspect of a good grafic engine. Noone will realy use a engine, that has so many problems getting an animated Mesh correctly imported(the only way I ever found was the X file, but it is some kind of unnice to struglle with the exporter, figthing with so many setings etc..)
so i think a great working Fileforamt would be a good argument to use Irrlicht..(maybe even just a good ogre .mesh loader wich gives us access to all functions of the ogre file...)
what do all you out there think about it??
TGM
Yeah, I hope there is not only 1 tutorial for a specific topic. I only saw 1 tutorial for special effects, 1 tutorial for shaders, etc. I hope there are more tutorials coming soon. Thanks.roxaz wrote:im irrNewbie so my vote goes to clear and complete documentation. it is everything needed for learning
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- Location: Germany
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
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One more important feature - Optimization!
There are a lot of ways to optimize our game, such as removing polygons which are blocked by other objects in-front of it. I hope Irrlicht can add in this feature so that there are more memory space and more rendering features can be added into our games.
I hope you can get what I mean. >_<"
There are a lot of ways to optimize our game, such as removing polygons which are blocked by other objects in-front of it. I hope Irrlicht can add in this feature so that there are more memory space and more rendering features can be added into our games.
I hope you can get what I mean. >_<"
With graphics cards now days being so powerful, trying to remove hidden polygons from a mesh will probably just slow your game down.One more important feature - Optimization!
There are a lot of ways to optimize our game, such as removing polygons which are blocked by other objects in-front of it. I hope Irrlicht can add in this feature so that there are more memory space and more rendering features can be added into our games.
a much more practical feature, is vertex buffers, this will free the graphics pipe line and the cpu, which seem to be irrlicht's biggest bottlenecks right now.
Hm, i've heard that before, but i'm still not sure. I guess it depends also somewhat on the scene layout. I suppose when the game is fillrate limited removing hidden polygons might still help.Luke wrote: With graphics cards now days being so powerful, trying to remove hidden polygons from a mesh will probably just slow your game down.
Yeah, i hoped so in our game. We even had a lot of static geometry so i hoped it would boost the FPS. I guess in many games this will be the case, but for us it didn't seem to make any difference on most cards when we added vertex buffers. Still i agree that this is currently one of the most missed features in irrlicht.Luke wrote: a much more practical feature, is vertex buffers, this will free the graphics pipe line and the cpu, which seem to be irrlicht's biggest bottlenecks right now.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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