Feature Requests

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Miguel Melo
Posts: 7
Joined: Wed Sep 03, 2003 8:20 am

Post by Miguel Melo »

puh wrote:What about bump-mapping?
Yeah, I was about to sugest that... I had posted that one on the old board. I believe that now that we have the water node that effectively uses multi-texturing, adding a new shading type for bump should be relatively simple - in Niko's terms, at least. Is this man a force of nature in programming, or what? :lol:
niko
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Post by niko »

*lol* thanx. :)
I really wanted to add bump mapping support, but somhow I forgot it.. sorry. Will be in next release :)
Cleves

Post by Cleves »

Is there an edit box in 0.4? :?

Thanks
indianbeard

Post by indianbeard »

While adding bump mapping, if it is possible to use multiple textures,
it would have been nice.What i mean is that the peaks will have one texture and the valleys another texture.This would have been useful to create foaming water , terrain etc.
indianbeard

Post by indianbeard »

and will you add this feature to the dynamic water in the engine so that
the peaks of the wave can have an adjustable foam ratio.
Thank you for the great engine
niko
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Post by niko »

Good idea with the peaks and valleys. Why not. :)
And sorry, there is no edit box in 0.4 yet. But you can create your own, if you want. :)
indianbeard
Posts: 20
Joined: Mon Sep 08, 2003 6:35 am
Location: India

Post by indianbeard »

oh..thank you :D .
indianbeard
Posts: 20
Joined: Mon Sep 08, 2003 6:35 am
Location: India

Post by indianbeard »

A fractal noise function will be very useful in many situations like heightmaps, material ageing, water, sky etc. Forcefields will also make the engine very powerful. Sorry I am not a good coder. but I have good
3d artistic experience.More good tutorials from fellow friend programmers
of the forum will help people like us.
Cyber_Sneak
Posts: 14
Joined: Tue Sep 09, 2003 4:48 pm
Location: USA - All your base are belong to us

Post by Cyber_Sneak »

reflections (cube mapping)
DP3 bumpmapping (plz?)
CG support?
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.....
Zaelsius
Posts: 38
Joined: Sat Aug 23, 2003 12:02 pm
Location: Alicante, Spain
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Post by Zaelsius »

It would be nice to have a material flag, that combined with a member function, allowed the programmer to specify a vertex or pixel shader to apply on that material. But not really sure about portable vertex/pixel programs... something like CG would be ok?
cyberbobjr
Posts: 64
Joined: Mon Sep 08, 2003 8:21 am
Location: Paris, France

Post by cyberbobjr »

Another feature in the engine :
An event raise when a collision occured.
demonmage

Post by demonmage »

Hi, Niko :wink: , when will get ready version 0.5?
That in her will be new?
FleshCrawler
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Location: Kerkrade, Netherlands
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Post by FleshCrawler »

I see thinks like CG, but i wonder how that suppose to work, as far as i know CG = an Nvidia product, and there might be people with an ATI out there, will it still work then?
niko
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Post by niko »

I like the idea with the pixel and vertex shader in a material. this would be extremely useful, and it would be cool if I would be able to implement this. Lets see. :)
An event when a collision occured is not very easy to do, because collisions occur very often. In fact the only time when there is no collision is when the player is falling down, when he is currently hanging in the air.
And I dont know yet when 0.5 will be out, and what will be in there, sorry.
Lka
Posts: 2
Joined: Mon Aug 25, 2003 1:36 pm
Location: Italy

OSX?

Post by Lka »

Hi!
What about OSX suport? Is it planned?
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