Irrlicht suggestions

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
hearsedriver
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Irrlicht suggestions

Post by hearsedriver »

Some comments/suggestions/bugreports for the next release of Irrlicht:
  • I found no suitable dummy note (and corresponding add... method in the scene manager) that represents ONLY a node in the scenegraph (no more, no less) - I needed a hierarchy like this:

    Code: Select all

    root
    |- "empty" node here
    |   +- meshnode
    |   +- meshnode
    |
  • Make CAnimatedMeshSceneNode::getFrameNr public - I need to read the frame nr. to trigger events
  • Insert a flag to enable both looping and non-looping animations
  • Linear interpolate frames also when MD2 animation is changed
  • Light suddenly disappears when I move a node through a scene (DX8 device)
  • Don't have shadows with GL device where I have some with DX device
  • Fix these OpenGL/DirectX differences, please ;-)
  • Make the terrain look like this: http://www.imonk.com/baboon/trees/PLATE3B.JPG ;-)
  • Fix this typo in getRayFromScreenCoordiantes - I spent an hour searching for this one
Had a lot more in mind ... I'll add it as soon as I remember it.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
hearsedriver
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Post by hearsedriver »

Just two more:
  • Keep the .3DS hierarchy when loading a file - e.g. if I have a .3DS tank model with turret and chassis in seperate objects within the .3DS file, I would like to load them as seperate child scenenodes of the same parent node.
  • Allow names for scenenodes (e.g. auto-created ones like "Root.MeshFileName.SubObject1.SubObject5") - I somehow don't like pointer-comparison to identify objects (e.g. when working with getSceneNodeFromCameraBB).
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
hearsedriver
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Post by hearsedriver »

And another one.
  • I recognized that there is a shadow problem with the DX device. The dark pixels encircled in this image are a small version of the shadow of the small model.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
niko
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Post by niko »

Hi, nice suggestions, I agree with nearly all. Working on it.
Small temporary fix for the shadow problem: Increase the infinity value when adding the Shadow scene node child.
hearsedriver
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Post by hearsedriver »

Niko, I missed the most important thing:
  • Keep up the good work!
;)
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
hearsedriver
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Post by hearsedriver »

  • Make the os namespace available for Irrlicht users (or is it? Did I miss something?)
  • Fix FPS cameras setTarget method
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
niko
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Post by niko »

hehe, ok :)
Hm, what do you need the os namespace for? You can get a pointer to the timer with IrrlichtDevice::getTimer(). The only thing in irr::os you can't access is the log printing, which will change in next version, and the internal randomizer. But if you need it, I could add this to.
hearsedriver
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Post by hearsedriver »

Yes, it was the timer I was searching for, so forget the os namespace issue.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
DarkWhoppy
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Post by DarkWhoppy »

It would be awsome if Irrlicht had its own Map Editor and Map Format... 8)
saigumi
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Post by saigumi »

It would be awsome if Irrlicht had its own Map Editor and Map Format...
Not really, since there are a massive amount of map makers and editors out there and Irrlicht supports the loading of them, why use soooooooo much time making a "level" editor that only people making games that use "levels" will use?

As for game mapping (placing items and such), there is the Extenic project though that will have this as it is a game engine framework that uses irrlicht.
Crud, how do I do this again?
DarkWhoppy
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Post by DarkWhoppy »

I can't seem to find a map editor :(
saigumi
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Post by saigumi »

Seem to be more than enough posts about them

GTKRadiant
Quake Pocket Knife
Milkshape
3D Sudio
....
Crud, how do I do this again?
DarkWhoppy
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Post by DarkWhoppy »

saigumi wrote:Seem to be more than enough posts about them

GTKRadiant
Quake Pocket Knife
Milkshape
3D Sudio
....
I've tried using MilkShape, but I cant get the textures to load if it has multiple texture files. (not unless im just doing something wrong...) It'll load but one texture is used on everything.
Krampe
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Post by Krampe »

You should read this thread here:

http://irrlicht.sourceforge.net/phpBB2/ ... exture#682

Quotes:
In Irrlicht there is no support yet for materials and groups
I 've got a solution :
I create 2 meshs (body.sm3d, head.sm3d ), i apply a texture for each mesh.
and i attach them with this tips :

http://irrlicht.sourceforge.net/docu/cl ... de.html#a6
t

Post by t »

Another typo

Code: Select all

device->getGUIEnvironment()->getBuildInFont();
should be getBuiltInFont(); (built-in, not build-in )
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