Tag Archives: irrlicht
I thought I’d try to upgrade from the ancient version of Irrlicht we use (1.7.2) to something newer. Checked out the trunk version of Irrlicht, which is 1.9+ and not yet released. There were some bugs, which had to be … Continue reading
It’s a good question whether to choose Irrlicht or shaders or both to render the game scene. It looks like much easier to use Irrlicht until there is a problem that it can not solve (yet). Well, there’s a problem … Continue reading
Our bomb has a place to come from now. Today I’ve implemented a canon that shoots big bombs.
A new weapon – rifle.
A bug was a result of performance improvements of mesh culling methods. Solution and detail description of the bug is here.
More on how we fixed it and shader samples here.
I’ve finally managed to apply a simple procedural texture. Everything is a little bit green, but it’s a progress :=D There’s been some difficulties with threads while working with procedural textures, similar to this. We have different threads in a … Continue reading
Underwater graphics with Irrlicht. To see the effect: 1. Set fog to the driver: m_Driver->setFog(video::SColor(0,72,209,204), EFT_FOG_EXP, 0, 1000, 0.5, true, false); 2. Enable fog on underwater materials: material.FogEnable = true;