IrrlichtWrapper 1.05 (still) beta
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Yup! Mikes in Holidays and am trying to reply to Questions currently as much as my Time allows.
As usual Things take longer than a Developer expects ... :roll:
Linux 1.05 basic version is already running am resolving some linker errors with all the extensions & physics for a current alfa.
A downside there will be that your executables may reach 20+MB in Size for a 3D app. This is due statical linking ( alot of people seem to do it that way because of compatibility ) -> the plus on this will be: you/your client dont need to worry about any lib or other files or Linux brands etc. Its just doubleclick your .run and voila -> 3D App running ( with Hardware or Software 3D rendering ). Considering this is including all features of the PBIW (inkl. physics, shaders & software renderers) it isnt even too bad. And yesyes... only functions you use are linked into the final exe..
Version 1.06 is running and racing ( windows ) yet tho very alpha - alot of the Examples aren't clean finished yet - working .. but you wouldnt want to look at the code *g*.
Manual & Helperlib :
Closing to 987 Functions ..... about 500 are Documented yet.
The Helperlib will make it a lil bit easer to migrate from OGRE (kind of allows handles, type and filecheckings much like the PB Commands provide ) - but on the Price of some Speed ofc. And your totally free using the Helperlib and/or using the Wrapper as used to
So far trying to get the forum set-up ( finally .... ) to coordinate more things. Theres a ton in todo - tho i hope i can release a alfa linux very soon.
Some Things the next Version will bring:
http://www.noxe.de/downloads/ParticleDemo.zip
Thalius

As usual Things take longer than a Developer expects ... :roll:
Linux 1.05 basic version is already running am resolving some linker errors with all the extensions & physics for a current alfa.
A downside there will be that your executables may reach 20+MB in Size for a 3D app. This is due statical linking ( alot of people seem to do it that way because of compatibility ) -> the plus on this will be: you/your client dont need to worry about any lib or other files or Linux brands etc. Its just doubleclick your .run and voila -> 3D App running ( with Hardware or Software 3D rendering ). Considering this is including all features of the PBIW (inkl. physics, shaders & software renderers) it isnt even too bad. And yesyes... only functions you use are linked into the final exe..
Version 1.06 is running and racing ( windows ) yet tho very alpha - alot of the Examples aren't clean finished yet - working .. but you wouldnt want to look at the code *g*.
Manual & Helperlib :
Closing to 987 Functions ..... about 500 are Documented yet.
The Helperlib will make it a lil bit easer to migrate from OGRE (kind of allows handles, type and filecheckings much like the PB Commands provide ) - but on the Price of some Speed ofc. And your totally free using the Helperlib and/or using the Wrapper as used to

So far trying to get the forum set-up ( finally .... ) to coordinate more things. Theres a ton in todo - tho i hope i can release a alfa linux very soon.
Some Things the next Version will bring:
As a lil basic Bonus to see the Particles in Action a lil Example from Mike to that Topic (not this is very Alfa yet compiled on Irrlicht 1.4beta ):- Migration to Irrlicht 1.4
- More optimizations ( about 20% more Speed! )
- Rewritten Particle System ( This is developed by us - not the Irrlicht Team -> but will flow back into Irrlicht )
-> Particles can be on the fly -> align themselves, resize, rotate etc.
-> New Particle Emitters/Affectors (): Ring, Particlecollision and more ( yes kind of "solid" Particles are now possible ).
- CallbackFunctions to integrate your own Filesystem ( for example based on the Purebasic Packer Commands - leaves it totally free to protect your data ). (This will also flow back to Irrlicht)
- Mesh saving ( Write your own 3D mesh converter ! )
- Simple , Shaderless Effects , triggered with a simple command. ( MotionBlur, DreamFX / Depth of Field, Nightsight ).
- up to 32 Bit Terrain Support & RAW terrain Support incl. creating / loading Terrains from Memory.
- CellTable texture Functions. ( very handy to save memory or even create your Textures in realtime for best Target-renderdevice resolution )
- Added missing Material types.
- New Lighttypes : ( Directional / Spotlights )
- Own Log/debug types -> send your own output to the Irrlicht Debugger.
- Meshfading and Transparency Functions ( using vertex Shader / Pixelshader 1.1 )
- IrrKlang 1.0 integrated.
- New Tools and Addons ( not yet all finished ).
- ParticleED
- Gui ED
- Benchmark
... and some more planned which is still in the Debugger![]()
http://www.noxe.de/downloads/ParticleDemo.zip
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!

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Wat will santa bring..
SofT MANiAC wrote:waiting...

Updated Manual ( Parsing-Bug found - more to come 
http://www.anwesend.ch/meckardt/irrlicht/docu/
EDIT: I know theres still bugs , just pm me .. even spellings ... which there are tons ... =P
If you have examples to functions -> PM pm pm !
Cheers,
Thalius

http://www.anwesend.ch/meckardt/irrlicht/docu/
EDIT: I know theres still bugs , just pm me .. even spellings ... which there are tons ... =P
If you have examples to functions -> PM pm pm !

Cheers,
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!

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I can't link static libs to EXE. Why?
My modifed Irr3DRequester.pb:
10x, MANiAC
My modifed Irr3DRequester.pb:
Code: Select all
XIncludeFile #PB_Compiler_Home + "Includes\IrrlichtWrapper_Include.pbi"
XIncludeFile #PB_Compiler_Home + "Includes\Imports\IrrlichtWrapper_Import.pbi"
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Its not designed for static linking. The Irrlicht.dll has to be shipped with the application ( much like Ogre engine3d.dll ) - this is mostly to avoid Copyright issues.
Internal Helperfunctions and some of our own functions are statically linked to your application ( they are in the userlib ).
Current Status:
More Fixes in the Manual ... i hope til towards Weekend i get to add the rest of it. ( Currently 60% of the Functions are Documented online - the rest follows )
If anyone wants to write some simple examples for functions for the manual - thatd be very welcome.
Ill try to clarify more things in the current listed commandset a lil bit and add some more descriptions.
Cheers,
Thalius
Internal Helperfunctions and some of our own functions are statically linked to your application ( they are in the userlib ).
Current Status:
More Fixes in the Manual ... i hope til towards Weekend i get to add the rest of it. ( Currently 60% of the Functions are Documented online - the rest follows )
If anyone wants to write some simple examples for functions for the manual - thatd be very welcome.

Cheers,
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!

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- Enthusiast
- Posts: 135
- Joined: Sat Aug 18, 2007 7:09 am
- Location: Netherlands
Hi Thalius,Thalius wrote:Its not designed for static linking. The Irrlicht.dll has to be shipped with the application ( much like Ogre engine3d.dll ) - this is mostly to avoid Copyright issues.
Internal Helperfunctions and some of our own functions are statically linked to your application ( they are in the userlib ).
Current Status:
More Fixes in the Manual ... i hope til towards Weekend i get to add the rest of it. ( Currently 60% of the Functions are Documented online - the rest follows )
If anyone wants to write some simple examples for functions for the manual - thatd be very welcome.Ill try to clarify more things in the current listed commandset a lil bit and add some more descriptions.
Cheers,
Thalius
Great work, keep it up.. question..
Would it also be possible to add a video as texture,
or even better, a network video stream ?
Gr,
Phil.
Video is theoretically possible via rendering on a texture surface.
Gotta see if i can get an example using the directx catch from the Movie functions at least, otherwise
you would have to rely on some avi library or single frames to read your video, then colorconversion & filters could be also done by the GPU Hardware.
Thalius
Gotta see if i can get an example using the directx catch from the Movie functions at least, otherwise
you would have to rely on some avi library or single frames to read your video, then colorconversion & filters could be also done by the GPU Hardware.
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
