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	<title type="html"><![CDATA[GMan's Mods & Stuff — Molting of the Irrlicht mods]]></title>
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	<updated>2006-08-22T09:04:57Z</updated>
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	<id>https://gprogs.com/viewtopic.php?id=91</id>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=402#p402" />
			<content type="html"><![CDATA[]]></content>
			<author>
				<name><![CDATA[Luke]]></name>
				<uri>https://gprogs.com/profile.php?id=42</uri>
			</author>
			<updated>2006-08-22T09:04:57Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=402#p402</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=393#p393" />
			<content type="html"><![CDATA[<p>@Mr. Picklesworth - yes all mods i have that are based on Irrlicht will be recompiled for use with the next version.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
				<uri>https://gprogs.com/profile.php?id=2</uri>
			</author>
			<updated>2006-08-05T04:05:29Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=393#p393</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=390#p390" />
			<content type="html"><![CDATA[<p>I am really looking forward to these changes (no more T_irr, helper functions, Newton).<br />You are too nice to us gman ;-)</p>]]></content>
			<author>
				<name><![CDATA[Nennig]]></name>
				<uri>https://gprogs.com/profile.php?id=41</uri>
			</author>
			<updated>2006-08-02T17:26:16Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=390#p390</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=389#p389" />
			<content type="html"><![CDATA[<p>I think dropping the T_irr and adding helper functions would be most welcome.<br />Great news about the newton module. I was having diffculty applying newton to irrlicht.<br />These ideas sound good to me.<br />Great work, gman.</p>]]></content>
			<author>
				<name><![CDATA[HondaDirtBiker]]></name>
				<uri>https://gprogs.com/profile.php?id=5</uri>
			</author>
			<updated>2006-08-02T12:04:43Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=389#p389</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=387#p387" />
			<content type="html"><![CDATA[<p>Good decision to merge the modules!<br />Not sure about dropping the T_irr, but I guess it&#039;s fine as long as people aren&#039;t using two 3d engines at once.</p><p>I like the idea of more helper functions, too!<br />And a native B3d loader sounds good. I may have better luck with it than the others...</p><p>Newton is a great physics engine <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" /><br />Very stable and reliable, and it has the best free convex hull implementation I&#039;ve found! (And it&#039;s possible to cancel a collision, which means we can have effects like holes going through objects!)<br />I think it&#039;s fine to keep it as a seperate module, since interfacing it isn&#039;t too difficult and doing so manually ensures that no resources are wasted when it&#039;s not used.<br />A seperate simple integration module or some such could be the very best way...</p><br /><p>Do you plan to keep IrrB3d going with these changes?</p>]]></content>
			<author>
				<name><![CDATA[Mr. Picklesworth]]></name>
				<uri>https://gprogs.com/profile.php?id=39</uri>
			</author>
			<updated>2006-07-29T16:42:33Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=387#p387</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=386#p386" />
			<content type="html"><![CDATA[<p>greetings yoxola <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; thank you very much for the reply.</p><p>a) i will not be incorporating IrrB3D into the new base Irrlicht mod.&nbsp; my goal is to stick to the original design of the mods meaning it will try to match the Irrlicht API as near as possible.&nbsp; i just want to see if i can design it better and make it easier for the Irrlicht users <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>d) yes newton was my decision on physics libs.&nbsp; i actually already have Pub.NewtonGameDynamics probably about half done.&nbsp; enough for simple collision support similar to ColDet and way easier than just the extern&#039;d functions.&nbsp; its WIP so i havent released it yet.&nbsp; my plan is to document what i have and release it as version 1.&nbsp; its design is very similar to the 3Impact mod where it has types underneath the functions allowing for folks to use newton as it was designed or to take a OOP approach.&nbsp; also similar to 3Impact, it has a type factory so all the underlying types can be extended.&nbsp; still, see answer to a).&nbsp; &nbsp;newton will stay a seperate mod.&nbsp; when it matures a bit and the physics functions are all wrapped up, i plan on writing some interfacing types to go into gg.IrrAddons.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
				<uri>https://gprogs.com/profile.php?id=2</uri>
			</author>
			<updated>2006-07-29T05:20:33Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=386#p386</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=385#p385" />
			<content type="html"><![CDATA[]]></content>
			<author>
				<name><![CDATA[yoxola]]></name>
				<uri>https://gprogs.com/profile.php?id=30</uri>
			</author>
			<updated>2006-07-29T05:02:54Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=385#p385</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Molting of the Irrlicht mods]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=384#p384" />
			<content type="html"><![CDATA[<p>greetings everyone <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; im not sure how many of you visit the forums for Irrlicht, but there are major advancements/bug fixes happening with the engine including a now native B3D loader.&nbsp; given this, im going to take this time to update the design of the mods a bit and would like to request suggestions from you, the users of the mods.&nbsp; is there something you would change in the design?&nbsp; here is my current list of things i want to do during the redesign:</p><p>a) im going to join the two mods into a single mod called gg.Irrlicht.&nbsp; i dont think anyone is using them seperately so there is no point to keep them seperate.</p><p>b) im going to drop the T_irr (this one is going to make some folks happy <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> )</p><p>c) im going to implement some helper functions for some of the more common create() functions similar to the 3Impact mod.&nbsp; for example, instead of using T_irrVector3df.createFromVals(1,0,1) you would do something like _VECTOR3D(1,0,1).&nbsp; for color instead of T_irrSColor.createFromVals(155,155,155) you would use _SCOLOR(155,155,155).</p><p>d) fix any casting that may not be accurate (similar to the animation node fixes).</p><p>please, reply with any and all suggestions <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; please keep in mind that the goal of the Irrlicht mods are to be as consistant as possible with the Irrlicht interface.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
				<uri>https://gprogs.com/profile.php?id=2</uri>
			</author>
			<updated>2006-07-29T04:26:50Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=384#p384</id>
		</entry>
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