TPIM - Third Party Irrlicht Modules

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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saigumi
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Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
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TPIM - Third Party Irrlicht Modules

Post by saigumi »

Third Party Irrlicht Modules

Description:

The Third Party Irrlicht Modules (TPIM) are patches and enhancements created
by developers other than Niko (the author of Irrlicht).


Getting Support for TPIMs:

These modules are not supported by Niko, they are supported by the author
that submits them. If you encounter a problem with a module, please post
in the forum or contact the author that created the module. The supporting
author's name will be in the README.txt in the module directory.


Submitting TPIMs:

TPIMs should be clean, "bug-free", and easy to read. When submitting a
TPIM, include:

All the necessary source. If the TPIM is a change to the Irrlicht Core
classes, include the entire file, not just the differences.

If your code is a patch to the Irrlicht core, be sure to include the
directory and file information where the files would be placed in
the "Files : " section, beginning with "/irrlicht" as the root source
directory.

Include a file called TPIM-Readme.txt in the following format:

Code: Select all

	Module Name :
		File Name:
		Supporting Author:
		Base Code : 
		Known Conflicts : 
		Supported Compilers :
		Supported OSes :
		Files :
		Description :
Example:

Code: Select all

		Module Name : Fog
		File Name: fog-0.1.2.patch.gz 
		Supporting Author: thatguy AT thatplace.com
		Irrlicht Core : 0.4.0, 0.4.2 
		Known Conflicts : Alternative fog in Irrlicht 0.5.0
		Supported Compilers : Dev-C++, Visual C++ 2003
		Supported OSes : Windows 98, 2000, XP
		Files :
			/irrlicht/fog.cpp
			/irrlicht/includes/fog.h
			/irrlicht/media/fog.bmp
		Description : Adds fog to OpenGL and DX interfaces 
	
A Unit Test. This is the complete source for an application that shows
what the feature does, and can be used to test that feature on newer
versions.

Naming conventions:

The name of your file should be:

name-version.major.minor.type.compression

Version is a major change. Major is used for enhancements. Minor is used for
bugfixes. So, if you just fixed a bug in version 1.0.2, your new version
would be 1.0.3. If you added a new feature after that, it would be 1.1.0.

Type is what your module is

patch - Patch to the Irrlicht Core (also known as a bugfix)
enhancement - Features external to Irrlicht Core
utility - Features that are not code that interacts with Irrlicht
An example of this is the IrrFontTool.exe that comes with Irrlicht.



If you have a TPIM that you would like to be stored, please contact:

saigumi AT users.sourceforge.net
(http://sourceforge.net/sendmessage.php?touser=622316)
Crud, how do I do this again?
thesmileman
Posts: 360
Joined: Tue Feb 10, 2004 2:20 am
Location: Lubbock, TX

Post by thesmileman »

Saigumi, TPIM sound like a great idea. I would really like to write some if I get some free time.
Mercior
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Joined: Tue Feb 24, 2004 1:53 am
Location: UK
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Post by Mercior »

Good job :) I was thinking that someone should make soemthing like this just the other day !
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
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Post by saigumi »

This is actually an old idea originally proposed by Brad that a group of us discussed and I volunteered to admin.

Niko has set me up on Irrlicht's SF page and CVS to add these modules.
Crud, how do I do this again?
alexem
Posts: 35
Joined: Sun Feb 29, 2004 4:55 pm

Post by alexem »

Is there a way to enhance the core without touching the irrlicht.dll.
Yours sencerely,
Alexander Milanoff
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
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i have a simple one...

Post by buhatkj »

just in like 5 mins i quickly wrote and compiled in getXJointNode() and getSkeletalJointNode() functions to add that functionality to x models as it exists in ms3d. basically i just copy-pasted the ms3d version and changed the necessary constants and class names. the getSkeletal just has an if else that calls one of the other two. it compiles in VS6.0, but havent gotten to test it yet. will also make sure it compiles in dev-cpp and once ive done that and then slapped it into the helloworld and done the writeup we will have the full TPIM for this simple mod.
hopefully sometime tomorrow i will get a chance to finish it....
but for now...sleep!!
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
nebukadnezzar
Posts: 25
Joined: Tue Dec 02, 2003 7:45 pm
Location: Germany - Bornheim

Post by nebukadnezzar »

i browesd the cvs.
is "research" the first TPIM ?? (if so there is no description)
and are you gonna provide the "orginal" source (of the current version) in the cvs tree too?
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
Contact:

Post by niko »

No, 'research' is a project by me and two other guys. It is only a small research project on furture 3d techniques. Yesterday, we moved to another cvs server, so the project won't be updated anymore on sourceforge.
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

Is this TPM thing still active, and if so where can I find it. I looked on the SF page but didn't see it.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
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Post by saigumi »

It's active, no one has submitted one yet.

The general feeling I got is that it takes to long to write the notes about your source to do it formally. (Approximately 5 minutes or less)

Most people just toss their changes on the boards or have been moving it over to the IrrlichtNX board.
Crud, how do I do this again?
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