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What are the plans for Irrlicht 1.8 and further?

Posted: Fri Feb 05, 2010 12:24 pm
by strelkin7
Hi to all.
I would like to know what global innovations are planned in future releases.
In addition to bug fixes and add functionality, of course.

P.S. Sorry, I speak english very little.

Posted: Fri Feb 05, 2010 1:55 pm
by hybrid
Many and a lot :D The details are not yet fixed, but the Wiki pages might show some details in the next time.

Posted: Fri Feb 05, 2010 2:05 pm
by CuteAlien
For my part I hope mainly to improve support for internationalization. But also many other open wishes ...

Posted: Fri Feb 05, 2010 2:25 pm
by 3DModelerMan
I'm working on a game that needs more animation features. I was thinking of opening the Irrlicht source to see if I could implement layered animation blending there. And maybe some sort of advanced morph target feature too.

Posted: Fri Feb 05, 2010 3:26 pm
by Adler1337
@3DModelerMan
IrrIK is coming along and will support setting animations per bone. I know it has been a while since i started but i have been busy and I ended up screwing up some math and was forced to redo some things. Rest assured i am working on it and hope to release it (hopefully)sometime soon.

Posted: Mon Feb 08, 2010 3:14 pm
by strelkin7
It is remarkable that there will be innovations in the animation.
I would also like PostProcess Framework.
PS Excuse me for stalking, but still, what else is new in the next versions? ))

Posted: Mon Feb 08, 2010 8:15 pm
by stefbuet
(XEffect + point light) ==> Irrlicht 1.8 ? :D

Image

Posted: Tue Feb 09, 2010 4:14 am
by B@z
Xeffects is good, but make the program running a lot slower.
i want post process shaders, but i don't want to burden my program with xeffects just for this.

so ye, post processin would be good to next irrlicht

Posted: Tue Feb 09, 2010 6:43 am
by Brainsaw
I would like to see the shadow feature enhanced. I didn't yet find time to dig into XEffects (network mode seemed more important to me ;) ), but sometimes the built-in shadows go crazy for some of my objects (fast moving and spinning).

Posted: Wed Feb 10, 2010 6:59 am
by pippy3
strelkin7 wrote:It is remarkable that there will be innovations in the animation.
I would also like PostProcess Framework.
I'm vouching for a Cross platform Post Processing framework too; writing one shader for two or more targets is tedious.

Posted: Wed Feb 10, 2010 11:32 am
by DavidJE13
Post Processing; I'm a-working on it! :P
What I have so far is quite light-weight, and I'm working on having it auto-optimise (for speed and memory usage). Hitting a few hurdles tho so it's slow progress.
A few others seem to be working on it too. Will be interesting to see the variety of implementations & features.

Posted: Wed Feb 10, 2010 12:38 pm
by BlindSide
B@z wrote:Xeffects is good, but make the program running a lot slower.
i want post process shaders, but i don't want to burden my program with xeffects just for this.

so ye, post processin would be good to next irrlicht
The shadow system I am implementing in Irrlicht is NOT XEffects, it is a completely new system using skills which I have learnt while updating XEffects over it's lifetime. As for post processing I think that would be a lot easier than shadows to add, but it really depends on how much of a complex system you want.

Cheers

Posted: Thu Feb 11, 2010 4:05 pm
by Mel
For postprocessing, i think it would be cool to have postprocess routines that can be stacked, i.e. sepia, after emboss, after blurring, after mosaic... Yeah, it is taken directly from the Ogre Postpro example, but i think that something similar would be most welcome :)

i would ask for being able to use antialiasing on rendertargets, not only in the screen. :!:

Posted: Fri Feb 12, 2010 3:48 am
by 3DModelerMan
I've been fascinated with event systems lately. Would anyone like it if I improved the event receiver?

Posted: Wed Feb 24, 2010 11:18 am
by thespecial1
will CG be making a lookin???