Challenge Ideas - advanced

Competitions for Irrlicht or 3D in general.
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afecelis
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Challenge Ideas - advanced

Post by afecelis »

Place your challenge suggestions for advanced users here, following the general rules. :D
Eternl Knight
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Post by Eternl Knight »

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
Conquistador
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Post by Conquistador »

An original GUI element.
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Spintz
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Post by Spintz »

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
I'd be up for this if I didn't have to use Newton or ODE!
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cassini
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Post by cassini »

Spintz wrote:
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
I'd be up for this if I didn't have to use Newton or ODE!
It is something wrong with ODE &| Newton that I am not aware?
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

I'd be up for this if I didn't have to use Newton or ODE!
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.

--EK
Spintz
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Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

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.
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darC
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Creating a new GUI Element IGUIMessageInputBox

Post by darC »

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:

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.
    }
}
this element should be compiled into the irrlicht engine :!: .
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one who can read binary and one who cant.
cassini
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Post by cassini »

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
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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.
Oh I see, to tell you the truth I have not gotten these problems you had with ODE &/ Newton.
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.
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Please, can we not do the physics "one-upmanship" thing again? This forum is for ideas. If it makes peoplpe feel better - my idea is simply a "physics playground" and how you implement it can be up to you.

--EK
roninmagus
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Post by roninmagus »

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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Spintz
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Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

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 :)
This should maybe be intermediate, not advanced?
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needforhint
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Location: slovakia

Post by needforhint »

it would be cool to see a class that will allow you to drop in newton handled primitives (box, sphere and such) ... I wonder, can newton handled object interact with irrlicht collision triangle selector? if not, such an upgrade would be useable
what is this thing...
needforhint
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Post by needforhint »

how about per pixel spot light
what is this thing...
MikeR
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Post by MikeR »

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.
If it exists in the real world, it can be created in 3d

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