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Challenge Ideas - advanced
Challenge Ideas - advanced
Place your challenge suggestions for advanced users here, following the general rules. ![Very Happy :D](./images/smilies/icon_biggrin.gif)
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
An ODE &/or Newton based physics playground using Irrlicht.
Possible features to include:
- Box stack/wall
- hanging rag-doll
- rag-doll dropping onto mesh
- ability to "shoot" spheres into scene (to affect rag-doll & box stack/wall)
- "mini-car" for drivinig around scene (interacting with all elements of scene)
--EK
Possible features to include:
- Box stack/wall
- hanging rag-doll
- rag-doll dropping onto mesh
- ability to "shoot" spheres into scene (to affect rag-doll & box stack/wall)
- "mini-car" for drivinig around scene (interacting with all elements of scene)
--EK
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- Posts: 340
- Joined: Wed Sep 28, 2005 4:38 pm
- Location: Canada, Eh!
An original GUI element.
Royal Hamilton Light Infantry - http://www.rhli.ca
Paris/Port Dover Pipes'n Drums - http://www.parisdover.ca
Paris/Port Dover Pipes'n Drums - http://www.parisdover.ca
I'd be up for this if I didn't have to use Newton or ODE!Eternl Knight wrote:An ODE &/or Newton based physics playground using Irrlicht.
Possible features to include:
- Box stack/wall
- hanging rag-doll
- rag-doll dropping onto mesh
- ability to "shoot" spheres into scene (to affect rag-doll & box stack/wall)
- "mini-car" for drivinig around scene (interacting with all elements of scene)
--EK
![Image](http://www.3demon.net/media/logos/logo.png)
It is something wrong with ODE &| Newton that I am not aware?Spintz wrote:I'd be up for this if I didn't have to use Newton or ODE!Eternl Knight wrote:An ODE &/or Newton based physics playground using Irrlicht.
Possible features to include:
- Box stack/wall
- hanging rag-doll
- rag-doll dropping onto mesh
- ability to "shoot" spheres into scene (to affect rag-doll & box stack/wall)
- "mini-car" for drivinig around scene (interacting with all elements of scene)
--EK
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
Hell, I don't care what physics sim you use - it was more about using Irrlicht to present a physics sim visually. Use Novodex, Tokamak, or any other enginie freely available to indie developers! ODE & Newton just happen to be the two engine's I am most familiar with.I'd be up for this if I didn't have to use Newton or ODE!
--EK
I use TrueAxis or Novodex, not ODE or Newton, I've discussed why in previous posts about these topics. To sum up, ODE I found slow, and as far as Newton, when I made my choice, Newton had virtually no documentation, and what documentation it did have was bad english and Julio either told you to read the documentation or explained things in really bad english that made no sense to me.
![Image](http://www.3demon.net/media/logos/logo.png)
Creating a new GUI Element IGUIMessageInputBox
A GUI element IGUIMessageInputBox would be very handy to use. hence i post it as a challenge.
IGUIMessageInputBox would have
IGUIEditBox
IGUIButton "OK"
IGUIButton "CANCEL" inside its window
it might even have variables to set its input type to different types.
like float only, chars only, numbers only etc...
ex:
this element should be compiled into the irrlicht engine
.
IGUIMessageInputBox would have
IGUIEditBox
IGUIButton "OK"
IGUIButton "CANCEL" inside its window
it might even have variables to set its input type to different types.
like float only, chars only, numbers only etc...
ex:
Code: Select all
IGUIMessageInputBox *box = guienv->addMessageInputBox(...);
box->setType(EMIT_NUMBERS);
onEvent(SEvent event)
{
if( event.GUIEvent.EventType == EGET_MESSAGE_OK)
{...//ok button was clicked process and get the input.
}
}
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
there are 10 kinds of people in this world,
one who can read binary and one who cant.
one who can read binary and one who cant.
We are still using tutorials but I found that while tutorials are cool, they are meant to teach how an engine works, but they do not exploit the more powerful features of the engine.
Tutorials lead to separate applications using an engine directly in a particular way, but other users, especially beginner, cannot benefit from the experiences of a previous successful integration, for various reason.
If instead we implement independent wrappers meant to expose the features of the physics engine in the best possible integration with Irrlicht. In the long run it is much better because, as more people start using the same base work they discover bugs and better ways to do things. The improvements are added to the wrapper completing an evolution circle.
In my opinion the creation of wrappers is what make Ogre so successful. People find out of the box solutions to many different problems and also wrappers make easier to talk about common problems.
In each iteration game and demos became more and more improved than previous
http://www.gamedev.net/community/forums ... _id=372619
It seems neither had the several thousand people using these two engines either.
Beside they are the only true free options available, the others are essentially “use it and it you are successful then we go after you”.
I found ODE quite fast, and Newton quite powerful.
Tutorials lead to separate applications using an engine directly in a particular way, but other users, especially beginner, cannot benefit from the experiences of a previous successful integration, for various reason.
If instead we implement independent wrappers meant to expose the features of the physics engine in the best possible integration with Irrlicht. In the long run it is much better because, as more people start using the same base work they discover bugs and better ways to do things. The improvements are added to the wrapper completing an evolution circle.
In my opinion the creation of wrappers is what make Ogre so successful. People find out of the box solutions to many different problems and also wrappers make easier to talk about common problems.
In each iteration game and demos became more and more improved than previous
http://www.gamedev.net/community/forums ... _id=372619
Oh I see, to tell you the truth I have not gotten these problems you had with ODE &/ Newton.Spintz wrote:I use TrueAxis or Novodex, not ODE or Newton, I've discussed why in previous posts about these topics. To sum up, ODE I found slow, and as far as Newton, when I made my choice, Newton had virtually no documentation, and what documentation it did have was bad english and Julio either told you to read the documentation or explained things in really bad english that made no sense to me.
It seems neither had the several thousand people using these two engines either.
Beside they are the only true free options available, the others are essentially “use it and it you are successful then we go after you”.
I found ODE quite fast, and Newton quite powerful.
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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
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- Posts: 91
- Joined: Fri Oct 31, 2003 5:03 am
A gui particle editor that would allow the user to create and save a particle effect. A client program can then load in that particle file and attach it as a scene node to a given node.
Requires:
1. Custom particle scene node that has a more open interface for creating affectors and emitters (changing variables that you currently can't in unmodified Irrlicht, for one thing)
2. GUI designer program with a visualizer
3. XML format for the particle system, defining # of particles per second, min and max movement vectors, etc.
4. Reader and Writer for said XML format
That's my idea![Smile :)](./images/smilies/icon_smile.gif)
Requires:
1. Custom particle scene node that has a more open interface for creating affectors and emitters (changing variables that you currently can't in unmodified Irrlicht, for one thing)
2. GUI designer program with a visualizer
3. XML format for the particle system, defining # of particles per second, min and max movement vectors, etc.
4. Reader and Writer for said XML format
That's my idea
![Smile :)](./images/smilies/icon_smile.gif)
daveandrews.org - A Christian Programmer's Weblog | Dusty Engine - A Task Engine for Irrlicht
This should maybe be intermediate, not advanced?roninmagus wrote:A gui particle editor that would allow the user to create and save a particle effect. A client program can then load in that particle file and attach it as a scene node to a given node.
Requires:
1. Custom particle scene node that has a more open interface for creating affectors and emitters (changing variables that you currently can't in unmodified Irrlicht, for one thing)
2. GUI designer program with a visualizer
3. XML format for the particle system, defining # of particles per second, min and max movement vectors, etc.
4. Reader and Writer for said XML format
That's my idea
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- Posts: 322
- Joined: Tue Aug 30, 2005 10:34 am
- Location: slovakia
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- Posts: 322
- Joined: Tue Aug 30, 2005 10:34 am
- Location: slovakia
How about a motion example.
moving a node from point a to b without using the flystraightanimater.
Moving node or camera to multiple points by mouse click or button press. (user can use eather one)
This would be using Irrlicts own classes.
moving a node from point a to b without using the flystraightanimater.
Moving node or camera to multiple points by mouse click or button press. (user can use eather one)
This would be using Irrlicts own classes.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram