Irrlicht Terrain (few questions)

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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PuG
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Joined: Wed Mar 05, 2008 12:11 pm

Irrlicht Terrain (few questions)

Post by PuG »

Hi, we're a small group working on a product currently using the TGEA engine from Garagegames, and were currently looking into other engine alternatives.

Ive of course read the site and searched through the forums, but just have a couple quick questions which I couldn't find a definite answer on.

Firstly what type of terrain system does Irrlicht use? in some posts they seem to vary between heightmaps & terrain geometry mesh chunks?

Does Irrlicht already support multiple UV channels per object?

What is the current state of the netcode? (if any)

How established is the character animation system, and can it blend between animations?

Best Regards,
TheGameMaker
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Joined: Fri May 12, 2006 6:37 pm
Location: Germany

Post by TheGameMaker »

Irrlicht is a pure grafics engine.. so no netcode at all..
Irrlicht got Highmapped LOD terrain by default.. But there is a great Chunked Terrain around I think.. regard animations.. btw.. why don't you just have a look into the features list?
hybrid
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Post by hybrid »

Irrlicht has two types of heightmap based terrain. One with GeoMipMap LOD, one as a plain mesh. There are tiled terrain managers on the forums.
Irrlicht supports two UV channels per material, so basically unlimited for a mesh. Only a distinct vertex cannot have more than two UV coords.
There's a pretty good extension available in the project forum (irrNet), which is not really special to Irrlicht IMHO. It was just developed by people using Irrlicht.
Due to the major changes in the animation system from 1.3.1 to 1.4 there are still several problems with it. We're working on it.
PuG
Posts: 13
Joined: Wed Mar 05, 2008 12:11 pm

Post by PuG »

Thank you for the replys :)
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