Irrlicht 2.0 - What's in store for the future!

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Nadro
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Nadro »

Yes, after a public release I will implement it in the shader-pipeline branch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Granyte »

Will we support the multi threaded rendering path on these drivers?

Because it kinda is a big part of dx12/vulkan
Nadro
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Nadro »

In future definitely yes, because without it we'll lose too many benefits from Vulkan :)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Granyte »

Alright I hope too ill naturaly devlop a dx12 driver to go with it and ill also add multithreaded rendering for dx11
kormoran
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Re: Irrlicht 2.0 - What's in store for the future!

Post by kormoran »

CuteAlien wrote:SDL2 - sure would be good. Simply no one volunteered to write it so far
ME! ME! :D :D :D My project uses SDL, so I gave a look to CIrrDeviceSDL.cpp and saw that can be ported to SDL2 rather easily.

So, as a collateral, I skittered down that path: at the moment I have converted everything but joystick discovery and textinput, as they are managed so different in SDL2 that some decision is needed about implementation (a minor change is needed to COpenGLDriver.cpp too, done already).
Right now the new IrrDeviceSDL compiles statically, but I haven't understood how to use the SDL device in examples. In short, I need help to complete the task...

P.S: irrext-devs@lists.sourceforge.org is broken... is there another address?
CuteAlien
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Re: Irrlicht 2.0 - What's in store for the future!

Post by CuteAlien »

Agh right, SDL2 was another thing we wanted for Irrlicht 1.9.
@kormoran: Someone in the forum also worked on this: http://irrlicht.sourceforge.net/forum/v ... =6&t=49877

Basically - I also want SDL2 (older versions are not even supported anymore), but it's easier for us to merge that after we have merged the ogl-es branch. Otherwise we have twice the work.
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
kormoran
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Re: Irrlicht 2.0 - What's in store for the future!

Post by kormoran »

CuteAlien wrote: @kormoran: Someone in the forum also worked on this: http://irrlicht.sourceforge.net/forum/v ... =6&t=49877
oh, ok, work already done :(

well, it was a good primer into irrlicht nonetheless.
However, I have a patch I made to get rid of some annoying compile time warnings, just need to know how to submit it.
CuteAlien
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Re: Irrlicht 2.0 - What's in store for the future!

Post by CuteAlien »

Always a good idea to check forum - lot's of patches floating around here.

You can submit patches either by posting them somewhere and mentioning it in the bugtracker forum. Or you can post them to the patches-tracker: https://sourceforge.net/p/irrlicht/patches/
Thought... be careful about removing warnings. Nearly all warnings which are still in Irrlicht are staying because they are real. Aka - stuff that the compiler correctly warns about. We try to get rid of compile warnings which would show up in user-code (still have some work there for 64-bit and file-functions, but rather tricky doing that correct, I tried it already once and gave up after a few hours...). But compiler warnings inside Irrlicht are for the most part stuff that really is open (like all the missing colors in switches or the reminders that certain loaders don't use yet all the information they have). In other words - nearly all warnings you see will not be trivial to remove.
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
GameDude
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Re: Irrlicht 2.0 - What's in store for the future!

Post by GameDude »

Will the next version of Irrlicht have support for the Vulkan API?

https://www.khronos.org/registry/vulkan/
CuteAlien
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Re: Irrlicht 2.0 - What's in store for the future!

Post by CuteAlien »

Next version (aka 1.9) won't have it. We only try to finish that one up somehow. After that for 2.0 - let's say it would be nice, but will probably take a long time again.
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Granyte
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Granyte »

Some of us still hope 2.0 gets DX11 so ... yeah vulkan not until irrlicht 2.1
GameDude
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Re: Irrlicht 2.0 - What's in store for the future!

Post by GameDude »

Ah I see.
Nadro
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Nadro »

Vulkan support will appear in Irrlicht v2.0, however before that we need to add multithreading to IVideoDriver -> switch to C++11 (std::thread).
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Granyte »

So dx 11 will have to wait until vulkan is done to?
Nadro
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Re: Irrlicht 2.0 - What's in store for the future!

Post by Nadro »

No, I just think that after v1.9 we'll be able to prepare relative quick v1.10 release based on shader-pipeline, however we must solve following issues before that:
- optimize FVF stuff
- fix D3D11 stuff
- Windows Modern Apps support would be nice
After that we would focus at v2.0 :)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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