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Posted: Mon Apr 16, 2007 2:19 pm
by TheGameMaker
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

Posted: Mon Apr 16, 2007 2:37 pm
by kburkhart84
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
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.

Posted: Mon Apr 16, 2007 2:59 pm
by roxaz
im irrNewbie so my vote goes to clear and complete documentation. it is everything needed for learning :)

Posted: Mon Apr 16, 2007 3:19 pm
by Virion
roxaz wrote:im irrNewbie so my vote goes to clear and complete documentation. it is everything needed for learning :)
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.

Posted: Mon Apr 16, 2007 7:02 pm
by TheGameMaker
what the hell is b3d?? googeling found BlitzBASIC file.. is that correct??
if yes, i never hav seen a loader for this fileformat.. (maybe just ignored...)

Posted: Tue Apr 17, 2007 4:02 am
by Luke
what the hell is b3d?? googeling found BlitzBASIC file.. is that correct??
if yes, i never hav seen a loader for this fileformat.. (maybe just ignored...)
Yes, the b3d format with designed for blitz3d but is public domain. The loader has been in irrlicht from 1.1

Posted: Tue Apr 17, 2007 2:00 pm
by TheGameMaker
hey, this format looks realy promising.. the b3d pipeline is realy great(but just for Max)

Posted: Tue Apr 17, 2007 8:35 pm
by monkeycracks
TheGameMaker wrote:hey, this format looks realy promising.. the b3d pipeline is realy great(but just for Max)
Max 8 and below.

Posted: Thu Apr 26, 2007 3:59 am
by Virion
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. >_<"

Posted: Thu Apr 26, 2007 1:39 pm
by Luke
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.
With graphics cards now days being so powerful, trying to remove hidden polygons from a mesh will probably just slow your game down.

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.

Posted: Thu Apr 26, 2007 2:09 pm
by CuteAlien
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.
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: 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.
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.

Posted: Thu Apr 26, 2007 2:32 pm
by Spintz

Posted: Thu Apr 26, 2007 3:26 pm
by TheGameMaker
well, i don´t like the partikle system... some more controll would be grate..
you know some kind of callback for each partikle per frame...(don´t like afectors)

Posted: Fri Apr 27, 2007 2:09 pm
by BlindSide
Strange that you don't like affectors, when really, they ARE "some kind of callback for each partikle per frame".. :lol:

Posted: Sat Apr 28, 2007 1:27 pm
by belfegor
Well, this will sure get ignored but i will say anyway.
I hope to see someone that will fix shadow volume bugs (maybie before 2.0).
It must be realy hard when nobody hasn't solve it yet.

If someone doubts that it have not bugs i could provide
very bizzare screenshots.