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Re: Irrlicht Port
Posted: Sun Aug 24, 2014 5:06 pm
by OnyxDarkKnight
Awesome man. Purely awesome. I know how to code, but I don't know if I can help you since this is entirely another engine and I'm not familiar with it. If simple coding knowledge is enough for me to help you, let me know and I'll try doing it from time to time.
Re: Irrlicht Port
Posted: Sun Aug 24, 2014 7:08 pm
by juanjp600
OnyxDarkKnight wrote:I know how to code, but I don't know if I can help you since this is entirely another engine and I'm not familiar with it. If simple coding knowledge is enough for me to help you, let me know and I'll try doing it from time to time.
I don't need any help right now, but I'll release the source code after I implement a few more things, along with instructions on what you need to set up your compiler.
I've finished my changes to the normal mapping shaders:
Re: Irrlicht Port
Posted: Sun Aug 24, 2014 8:42 pm
by Juicy
Happy birthday! It looks nice
Edit; sticky request
Re: Irrlicht Port
Posted: Tue Aug 26, 2014 12:10 am
by juanjp600
I created a new shader for the room meshes, here's how it looks like:
It's just GLSL (OpenGL) for now, if anyone is willing to write HLSL (DirectX) shaders, let me know.
Re: Irrlicht Port
Posted: Tue Aug 26, 2014 2:57 am
by Cridone
juanjpro wrote:Irontaco wrote:Physics-related stuff sounds specially neat for this, having physics puzzles in SCP:CB or something in that style would expand the playability a lot.
I imagined the player being able to push 173 out of the way if it's blocking the door. The physics could be messed up in the pocket dimension as well.
Hm I can imagine the player being able to open some of the cabinets ingame to find things like unreadable documents, binders, folders, and other random props that can be thrown around as-well as some items.
Just a random thought tho.
Re: Irrlicht Port
Posted: Tue Aug 26, 2014 2:15 pm
by RusskiSam
Cridone wrote:Hm I can imagine the player being able to open some of the cabinets ingame to find things like unreadable documents, binders, folders, and other random props that can be thrown around as-well as some items.
Just a random thought tho.
Amnesia/Penumbra, anyone?
Re: Irrlicht Port
Posted: Tue Aug 26, 2014 6:07 pm
by Cridone
RusskiSam wrote:Cridone wrote:Hm I can imagine the player being able to open some of the cabinets ingame to find things like unreadable documents, binders, folders, and other random props that can be thrown around as-well as some items.
Just a random thought tho.
Amnesia/Penumbra, anyone?
Just a little fact to point out, physic engines existed before those games. Same with games that had almost full interaction with the environment.
Re: Irrlicht Port
Posted: Thu Aug 28, 2014 8:59 pm
by juanjp600
Working on implementing items+inventory.
I'm making changes to the irrDynamics wrapper to get rid of global stuff that would probably cause problems later on.
Re: Irrlicht Port
Posted: Sun Aug 31, 2014 3:58 pm
by That Same Anon
would it be possible to release a sort of dev test once it's got all the core functions? (i.e. inventory, a room with some non-scripted SCP-066s, and maybe 173. Oh yeah, and the two meters)
Re: Irrlicht Port
Posted: Sun Aug 31, 2014 4:08 pm
by InnocentSam
That Same Anon wrote:would it be possible to release a sort of dev test once it's got all the core functions? (i.e. inventory, a room with some non-scripted SCP-066s, and maybe 173. Oh yeah, and the two meters)
Or perhaps the source code so that people can help
