Need to know if this is possible with Irrlicht

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Aniketos
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Need to know if this is possible with Irrlicht

Post by Aniketos »

Seeing as i'm a fan of fallout 1 and 2 I always wanted to make my own fallout type game. So something like a RPG with text based conversations, barter system, turn based combat system and a birdview type camera.

Like this:

http://www.youtube.com/watch?v=xSfwDgFeIHU

Example screenshot:

Image

Thanks in advance and if you have some neat tutorials or links please share :)

EDIT: Also i was hoping of using 3d-max or XSI for 3d art creating is it easy and or compatable together with the engine?
aanderse
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Post by aanderse »

I believe you are looking to work with the open source game engine fife. It started out as a remake of fallout but has since moved to a broader scope.

http://fifengine.de/
Acki
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Post by Acki »

why shouldn't it be possible ???
there is nothing realy special about the graphics, so Irrlicht surely can do it... ;)
but of course the game engine will be a pretty hard piece work, I think... :lol:
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FuzzYspo0N
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Post by FuzzYspo0N »

I believe you are looking to work with the open source game engine fife.
You should read the thread and whats its about, not just look at pictures ;p

But yea its most definately possible.
Nox
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Post by Nox »

Its possible with irrlicht but why using just a graphic+input engine if there is a complete fallout-like-engine with skripting etc. for free?
omiban
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Need to know if this is possible with Irrlicht

Post by omiban »

What do you mean with irrlicht is "good for shaders modification and upgrade"? Actually Irrlicht doesn't support VBOs at all. Derivates like Irrspintz do support it, but their support is nowhere near as flexible as Ogre's implementation. E.g you still don't have a free vertex format, but still only the three fixed types irrlicht provides. And extending the engine is possible for both too obviously, as they are both free open source software. But my experience is, that you don't have to with Ogre most of the time. ;)

I found shader usage in Irrlicht a bit of a hassle, as Irrlicht doesn't have auto_params/tweakables. When you change the shader input, you also have to change your C++ code and recompile. You need to define a callback for each type of custom shader, in order to feed needed params like world matrix, light positions etc. Ogre can do this automatically for you.

But be aware that while Ogre can do this automatically, you can still do it on your own. You can even have per renderable(ISceneNode in irrlicht-speak) parameters which is not possible in irrlicht, because the shader callback doesn't tell you what object it is about to render.

As to your 12 lights example you are free to use as many lights per pass as you can handle per pass. You don't need to take them three at a time, use more if you have enough operations in your shader left.

With Irrlicht you can only have 8 lights globally, btw.
sudi
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Re: Need to know if this is possible with Irrlicht

Post by sudi »

omiban wrote:What do you mean with irrlicht is "good for shaders modification and upgrade"? Actually Irrlicht doesn't support VBOs at all. Derivates like Irrspintz do support it, but their support is nowhere near as flexible as Ogre's implementation. E.g you still don't have a free vertex format, but still only the three fixed types irrlicht provides. And extending the engine is possible for both too obviously, as they are both free open source software. But my experience is, that you don't have to with Ogre most of the time. ;)

I found shader usage in Irrlicht a bit of a hassle, as Irrlicht doesn't have auto_params/tweakables. When you change the shader input, you also have to change your C++ code and recompile. You need to define a callback for each type of custom shader, in order to feed needed params like world matrix, light positions etc. Ogre can do this automatically for you.

But be aware that while Ogre can do this automatically, you can still do it on your own. You can even have per renderable(ISceneNode in irrlicht-speak) parameters which is not possible in irrlicht, because the shader callback doesn't tell you what object it is about to render.

As to your 12 lights example you are free to use as many lights per pass as you can handle per pass. You don't need to take them three at a time, use more if you have enough operations in your shader left.

With Irrlicht you can only have 8 lights globally, btw.
Ok....almost everything u just said is wrong!

Code: Select all

1. Irrlicht supports VBOs just use the Hardware hint with the IMesh class.
    irr::scene::IMesh::setHardwareMappingHint (E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)

2. Ok you are right irrlicht only has the three fixed vertex types...your point

3. No one forces you handtype a shadercallback for every shader. How about you write a generic callback that can pass shaderconstants parsed from text or xml files and maybe also set values based on keywords. Irrlicht also has the ILightManager which gives a callback before and after each scenenode is rendered. You could change your shader stuff there.

4. Who said Irrlicht only supports 8 lights? 8 is just the hardware limit which also applies to ogre when u use the fixed function pipeline. When u use a shader in irrlicht u can use as many lights you like or better can handle.
Btw i think you and me just posted in the wrong thread^^
Anyway no one forces you to use irrlicht...
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sio2
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Re: Need to know if this is possible with Irrlicht

Post by sio2 »

omiban wrote:Derivates like Irrspintz do support it, but their support is nowhere near as flexible as Ogre's implementation. E.g you still don't have a free vertex format, but still only the three fixed types irrlicht provides
Spinzt's derivatives do support "free vertex types".
FuzzYspo0N
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Post by FuzzYspo0N »

I see the wrong thread thing. Still, do some research omiban, you make yourself look like a fool.
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