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.

Re: What are the plans for Irrlicht 1.8 and further?

Postby hybrid » Mon Nov 14, 2011 9:21 pm

Yeah, that's the idea. But I thought that I cannot directly move to another thread, but need to split and merge.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby Jackie1234 » Tue Nov 15, 2011 5:04 pm

One year since the last release... :cry:
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Re: What are the plans for Irrlicht 1.8 and further?

Postby ACE247 » Tue Nov 15, 2011 8:59 pm

WE ARE WAITING...

On a different note, is the idea of fixed release dates plausible? Just like with Ubuntu perhaps? We cant just keep accumulating changes in the svn, till someone feels it all looks ok.
Maybe make every 6months a release, every second of which is the so called Long Term Support (LTS), which has solid feature set and bugs from predecessor fixed.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby hybrid » Tue Nov 15, 2011 11:14 pm

No, we don't have the man power for more than one bug fix release branch. The change for the release schedule was already mentioned elsewhere.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby 3DModelerMan » Wed Feb 08, 2012 4:24 am

Does anyone think that binary mode serialization for attributes would be good to have? It could be the start of a binary scene format for Irrlicht. I just designed a binary scene format and attributes structure with binary serialization for my wrapper around Irrlicht that would be pretty easy to port to Irrlicht's attribute class. Also, when is 1.8 actually going to come out?
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Re: What are the plans for Irrlicht 1.8 and further?

Postby CuteAlien » Wed Feb 08, 2012 9:22 am

We're trying to get 1.8 out within the next few weeks (and no, can't give a definition of few here...simply depends on how stuff works out). We've also collected lots of bugfixes in 1.7 by now, so expect another bugfix-release for that as well.

And while I have nothing against binary serialization, my main concern with serialization would be getting stuff like getting fonts, skins, particles, sub-gui-elements, etc. working correct first.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby 3DModelerMan » Wed Feb 08, 2012 2:11 pm

So a particle affector factory system?
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Re: What are the plans for Irrlicht 1.8 and further?

Postby CuteAlien » Wed Feb 08, 2012 2:59 pm

That's more or less the question - continuing with java-style and adding new factories for everything or should there rather be a factory for a more basic type (for example IAttributeExchangingObject).
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Re: What are the plans for Irrlicht 1.8 and further?

Postby Mel » Wed Feb 08, 2012 8:46 pm

Maybe you would want to update the readme of the SVN, it still says that the next update will be on 2011 :)
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Re: What are the plans for Irrlicht 1.8 and further?

Postby 3DModelerMan » Thu Feb 09, 2012 2:02 pm

They're just going to go back in time and release it. :wink:
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Re: What are the plans for Irrlicht 1.8 and further?

Postby ent1ty » Thu Feb 09, 2012 4:03 pm

That would be illogical captain...
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Re: What are the plans for Irrlicht 1.8 and further?

Postby 3DModelerMan » Thu Feb 09, 2012 11:20 pm

Yes, that would be illogical. I noticed that CG shader support made it into the core, how complete is it?
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Re: What are the plans for Irrlicht 1.8 and further?

Postby REDDemon » Tue Feb 28, 2012 7:09 pm

actually a sprite bank can't be serialized. would be nice to be able to serialize it ^^.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby Nadro » Tue Feb 28, 2012 9:55 pm

3DModelerMan wrote:Yes, that would be illogical. I noticed that CG shader support made it into the core, how complete is it?


Similar to built-in Irrlicht HLSL/GLSL support, so enough for DX9 effects.
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Re: What are the plans for Irrlicht 1.8 and further?

Postby Mel » Wed Feb 29, 2012 12:25 am

With regard to the sprite banks. Would be cool to have a simpler way to change the mouse cursor. The sprites thing is okay, but i am wondering if there isn't a simpler way... Like, setCursorSprite(ITexture*) or something...
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