166 errors to go

Posted on:April 02 2007

I'm currently upgrading irrEdit to irrlicht 1.3, and at the same time, refactoring the whole code, which is a lot of work. irrEdit was based on irrlicht 1.0 and parts of the newer Irrlicht version have been merged into it, while other parts have been extended. I'm now merging my improved parts back into Irrlicht and putting stuff which doesn't have to do anything with graphics into a separate library which I am planning to make available as well. If you are interested, it is looking like this currently:

#include "IIrrEditPlugin.h"
#include "IBody.h"
#include "IPhysicsSimulation.h"
#include "ISceneNodeAnimatorPhysicsBody.h"
#include "irrEditServices.h"
#include "IScriptEngine.h"


Unfortunately, there is a lot of work to do until it is finished:

irrEdit - 166 error(s), 7 warning(s)


And those are real, big errors, not the usual ones where someone has forgotten a semicolon or similar. But I'm working on it, and you'll get a nicer Irrlicht Engine, a more open and extensible irrEdit and a scripting and physics toolset out of it for free then.





Comments:


Wow! this seems to be very great! i felt very happy reading the line:
"#include "IBody.h"
and
"#include "ISceneNodeAnimatorPhysicsBody.h"

I'm sure that this new library will be very great because I know you're writing it =)
It's nice to see that you are now going to write code for physics simulation.
I hope that all physics related things will also be available without using irredit.

a little offtopic question the "nicer Irrlicht Engine":
- are there any plans to integrate NVIDIA's Cg and CgFx into Irrlicht?
would you want to see NVIDIA's Cg or/and CgFx in Irrlicht?
Or don't you want it because you want to keep dependencies small?

In my opinion, it would be nice if Irrlicht would provide the feature to use _one_ shader language for both OpenGL and D3D. (-> NVIDIA's Cg)
And effect language like the directx fx-format or CgFx would also be nice.
In a few days, the NVIDIA Fx Compositor 2.0 Beta will be released, featuring Cg and CgFx - a perfect tool to edit shaders and effects.
I think that those 2 features are the most important ones irrlicht lags of, while OGRE has them.

I'm looking forward to every new source code line from you Nico ;)
Have an nice day.
greets, sanjin
sanjin
Quote
2007-04-02 19:17:00


wow itll beat ogrirr :P
halan
Quote
2007-04-02 19:31:00


are you writing your own physics library or using something like ODE, Bullet, or newton?? i think bullet might make a lot of sense with irrlicht, since they both are zlib, and bullet is pretty capable, though sort of new.
buhatkj
Quote
2007-04-02 20:21:00


cg is too big, so I didn't want it in. [there are some more reasons, but I discussed this now too often] :)
no, I'm not writing my own physics library. its just a wrapper for existing ones, and I am not writing anything: All this already exists inside of irredit, I'm now just exposing it.
niko
Quote
2007-04-02 20:24:00


Gooood, keep working. I expect Irr 3.0 by the end of the week.
TheRLG
Quote
2007-04-02 20:42:00


only a question... do you take inspiration from some other scene editor
(because I think irrEdit is more a scene editor then a model editor) or
is it based on your ideas? Because I think that there are so many good and
well working game editors (I think to Bethesda tescs, crytek sandbox, ...
however I think rpg scene editors, like tescs are more interesting)
that it will be so simple following their style and make a sort of opensource clone... instead of reinventing the wheel. Have you used them? Good work anyway!
stef_
Quote
2007-04-03 00:23:00


Niko, can I ask you if you compile IrrEdit using CodeBlocks? I ask because I'm also building an application using Irrlicht and wxWidgets and although on Visual Studio I can compile it with a static wxWidgets library included, the same is proving very difficult with CodeBlocks. And you clearly used a static library. How did you do it?

Many thanks
JP
Quote
2007-04-03 04:37:00


Very promising, keep up the good work!
Geoffrey
Quote
2007-04-03 11:47:00


Finally work on irrEdit has resumed. I hope the user properties will be implemented. I cant wait to see how irrEdit 1.0 turns out to be. I havent touched the irrlicht SDK for sometime.. all thanks to irrEdit. :-)
leo
Quote
2007-04-03 13:07:00


perfect sir!
TheMiss
Quote
2007-04-26 19:02:00


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