Search found 90 matches
Re: tapeworm
Talking about space, will you be visiting this place Xaryl? (pics) That place is in sight, I might be there for a bit :P Be careful in outer space, it's not safe place for human beings. Are you sure I am actually a human being? Oh hey, I spotted something. Is that nyan cat? http://img221.imageshack...
- Thu Aug 18, 2011 2:11 am
- Forum: Competition Time!
- Topic: Screenshot of the Month August 2011 [Winner Announced!]
- Replies: 23
- Views: 12018
Re: Screenshot of the Month August 2011 [Submit now!]
The fool proof AA for the entry :P; oversampling and few-pixel blur. The techs are the same as last month, except for blinn-phong lighting and a warmth pp. (Couldn't quite put anything new in without making the picture look worse :/) So that would be deferred rendering with blinn-phong lighting and ...
- Thu Aug 18, 2011 1:35 am
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Winner announced!]
It really wasn't my intention to make accusation on anyone :s I stood up because someone cared more than just the rules, but got entirely ignored by everyone else. I mainly wanted to point out that "create awesome renders with Irrlicht" that follows the rule shouldn't be the only thing. I ...
- Tue Aug 16, 2011 5:37 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month August 2011 [Winner Announced!]
- Replies: 23
- Views: 12018
Re: Screenshot of the Month August 2011 [Submit now!]
What tool do you use for the humans in your scenes? Are they animated, or static meshes? Gimp for texture manipulations. MakeHuman + Blender for the body meshes. Blender for the wardrobes and hair. Blender for posing and exported as static meshes in b3d. An irrlicht based scene editor for final tra...
- Tue Aug 16, 2011 5:17 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Winner announced!]
Look at all the trouble I caused before I even go to the moon :P (No, not really, sorry no moon rocks :( ) First of all, it wasn't about the rules. Prior arts or outside resources are certainly fine. I was just trying encourage everyone to look beyond rules and winning/losing. The rediculous example...
Re: tapeworm
The summer vacation is about to end, and I won't be checking this forum as much anymore, but I will miss you all =)
Oh, I guess I will post a random weird song as well.
http://www.youtube.com/watch?v=DM2OZsRv_ic
Oh, I guess I will post a random weird song as well.
http://www.youtube.com/watch?v=DM2OZsRv_ic
- Tue Aug 16, 2011 4:33 am
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Winner announced!]
Promoting a bit of sportsmanship wouldn't hurt either, or most of the entries would look like this: "High Fidelity Texture Mapping" - an awesome technique suitable for real time rendering http://img35.imageshack.us/img35/1867/dundussquarebypedroszek.png It is an image by Pedro Szekely whic...
- Tue Aug 16, 2011 3:54 am
- Forum: Competition Time!
- Topic: Screenshot of the Month August 2011 [Winner Announced!]
- Replies: 23
- Views: 12018
- Thu Aug 04, 2011 8:24 am
- Forum: Game Programming
- Topic: Object Update Loops
- Replies: 5
- Views: 1608
Re: Object Update Loops
By animators, I meant the classes inherited from the Irrlicht ISceneNodeAnimator By triggers, I just meant that some events don't need to be done by looping through every nodes. Basically, I was just trying to say that you can try to figure out what needs to be done every frame and what doesn't, and...
- Thu Aug 04, 2011 4:35 am
- Forum: Game Programming
- Topic: Object Update Loops
- Replies: 5
- Views: 1608
Re: Object Update Loops
This kind of loop, in general, shouldn't be called every frame.
They should be used for game logics that can tolerate delays.
For animations, use animators.
For time sensitive game logics, use triggers.
They should be used for game logics that can tolerate delays.
For animations, use animators.
For time sensitive game logics, use triggers.
- Mon Aug 01, 2011 8:12 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Vote now!]
The cloak was real-time. The skirt was baked (easier to compare the lightings and post processes when nothing moves). However, I will admit that I don't like it (for now), because... 1. Unless the character animation is not predetermined, real-time cloth doesn't feel necessary. 2. It's improbable to...
- Tue Jul 26, 2011 12:28 am
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Vote now!]
Yes, great way to make cloth for someone with no art ability
The skirt on the female model too, by the way.
The skirt on the female model too, by the way.
- Sun Jul 24, 2011 7:43 am
- Forum: Competition Time!
- Topic: Screenshot of the Month July 2011 [Winner announced!]
- Replies: 56
- Views: 25042
Re: Screenshot of the Month July 2011 [Vote now!]
I said it, so I rendered it.
I hope he is hot enough ^^
I hope he is hot enough ^^
- Thu Jul 21, 2011 3:14 pm
- Forum: Beginners Help
- Topic: Black render result while enable bloom shader
- Replies: 10
- Views: 632
Re: Black render result while enable bloom shader
My opengl version is older so I had to change something, but it seems to work. Try this and see if you get a bloom-ed cube: #include "irrlicht.h" using namespace irr; using namespace core; using namespace video; using namespace scene; using namespace gui;; struct PPE_Bloom_Setup { ...
- Thu Jul 21, 2011 2:24 pm
- Forum: Beginners Help
- Topic: Black render result while enable bloom shader
- Replies: 10
- Views: 632
Re: Black render result while enable bloom shader
Although new IPostProcessBloom(...) looks funny, it is hard to tell without knowing what the class does.
You can try to narrow down the problem a little by first making the shader always returns for example red.
If the red shows up, then next try to make it return the input texture.
You can try to narrow down the problem a little by first making the shader always returns for example red.
If the red shows up, then next try to make it return the input texture.