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Questions about Irrlicht

Posted: Fri Jun 09, 2017 5:24 pm
by dev4fun
1. Hey, Im new here, and I have some questions about this 3d engine before to use.
First of all, i want use this engine to rewrite a render engine from a game, because engine from this game its very old and all its hardcoded, so use cpu for everything, and i have a lot of problems because of this. Example: when have many characters on same place, FPS dropped to 12/8, because game calculate every frame same think for each character. I want to know if using irrlicht, render will use gpu for these things, and i will have a better perfomance?

2. Do you guys know if have some system for irrlicht like this? http://irrlicht.sourceforge.net/forum/v ... ion+system
I think this would be perfect for my situation.., about problem with fps etc

3. Have some way to use a base skeleton file, where will be placed all animations from character, and other files with just mesh skinned? I want to make a character mesh in parts, because I will need to update mesh of head/body, but using same skeleton and animation.

Thanks.

Re: Questions about Irrlicht

Posted: Fri Jun 09, 2017 11:31 pm
by CuteAlien
1. Irrlicht animation systems also doesn't use GPU.
2. Can't say much about RdR's animation system. Irrlicht has bones and some frame-based system.
3. It can be done with ISkinnedMesh::useAnimationFrom. You have to split animations in your exporter for that (in Blender). And you might have to create copies for each mesh (otherwise they all animate the same I think).

Irrlicht animation system is easy to use and does the basic stuff well. But it's not super advanced.