v0.4.8
July 27th, 2006Same shit, different day. More IGUIElements… yada, yada, yada.
Same shit, different day. More IGUIElements… yada, yada, yada.
More GUI stuff added, and finally properly wired. Each GUI Element is also an IGUIElement, which offers some basic methods, additionally to the specific methods of the GUI widget itself.
Added more scrollbars, Windows, ComboBoxes, Images, and what not, including their submethods.
Xtra is now 672Kb in size, and will probably be rather shrinking.
Also, in the demo movie, the button for adding a GUI element (a button) is working again. I forgot to register the button class with its GUID. You understand? Never mind…
My co-dev Carlos will be adding some more conversion routines for basic Irrlicht and MOA datatypes, so the code will probably shrink even more.
Have.
Fun!
“Cause me heart is me second biggest organ… aaaaiiight!” (Ali G.)
More GUI stuff, and completed implementation of the SceneCollisionManager, which offers picking abilities.
Also started work on the primer document which compares Shockwave3d with the Irrlicht engine and how to access things.
Right now, just theoretical stuff and not much source code yet. This will change, but as of now, i am just identifying the areas which are different between the two and need more explaination.
See the Getting started page.
Njoy.
Continued with the GUI element implementation.
In case you are wondering:
the irrlicht engine comes with a 2D windowing system which has a lots of different widgets, like skinnable windows, edit boxes, context menus, buttons, etc. That’s what I am currently working on. Every widget item is also a sub-object, and has methods. For instance, the image-object has the method “useAlphaChannel()”, with which you can force the created image to use its built-in alpha channel for on-screen rendering.
Implemented methods on Buttons, CheckBox, EditBoxes, ContextMenus, ComboBoxes, OpenFileDialogs, Fonts, etc.
Slowly getting there…
Stuffed into some more GUI Elements (Buttons, Editboxes, Comboboxes, etc.).
I am also planning to write an elaborate introduction/tutorial kind of document where Shockwave3d and the Irrlicht engine are compared side by side, with specific areas of difference and similarities, and how to use different features.
Have fun. As usual.
Added some minor global methods for mouse as well as timer controlling. Note that those written underneath each other are synonyms and do the same thing.
Mouse methods:
Timer methods:
Small update to the Xtra:
From the Irrlicht documentation:
getCollisionResultPosition() collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid. This can be used for moving a character in a 3d world: The character will slide at walls and is able to walk up stairs. The method used how to calculate the collision result position is based on the paper “Improved Collision detection and Response” by Kasper Fauerby.
Claymod is a 3d sculpting and normal mapping program using the Irrlicht 3d engine.
Andrew Phelps has sent me a nice email with a link to a very interesting project, namely an Actionscript 2.0 Framework for 3D programming in Director, using Shockwave3D and the Irrlicht Xtra. Pretty cool, check it out!
Got rid of some superficial classes (SceneManager, VideoManager, GuiManager), their methods are all accessible of the member now, making the syntax shorter and easier.
New demo, new DIR and new Xtra are all online. Check the links to the right.
Next stop:
include the irrEdit Editor as the media editor for Irrlicht worlds in Director…
But first: some 3 weeks vacation …
Have fun!