What are the plans for Irrlicht 1.8 and further?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply
strelkin7
Posts: 9
Joined: Mon Apr 20, 2009 3:20 pm

What are the plans for Irrlicht 1.8 and further?

Post 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.
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post 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.
CuteAlien
Admin
Posts: 9634
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Post by CuteAlien »

For my part I hope mainly to improve support for internationalization. But also many other open wishes ...
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post 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.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post 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.
multum in parvo
strelkin7
Posts: 9
Joined: Mon Apr 20, 2009 3:20 pm

Post 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? ))
stefbuet
Competition winner
Posts: 495
Joined: Sun Dec 09, 2007 4:13 pm
Location: france

Post by stefbuet »

(XEffect + point light) ==> Irrlicht 1.8 ? :D

Image
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post 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
Image
Image
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post 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).
Dustbin::Games on the web: https://www.dustbin-online.de/

Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames
pippy3
Posts: 155
Joined: Tue Dec 15, 2009 7:32 am

Post 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.
DavidJE13
Posts: 165
Joined: Tue Jan 09, 2007 7:17 pm

Post 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.
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post 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
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post 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. :!:
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

I've been fascinated with event systems lately. Would anyone like it if I improved the event receiver?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
thespecial1
Posts: 135
Joined: Thu Oct 30, 2008 11:56 am
Location: UK
Contact:

Post by thespecial1 »

will CG be making a lookin???
Post Reply