Search found 1030 matches
- Tue Sep 20, 2022 10:11 pm
- Forum: Project Announcements
- Topic: VR Surgery Simulator
- Replies: 2
- Views: 1986
VR Surgery Simulator
Just Wanted Thank Niko and all the Irrlicht Crew (esp Cute Alien and Bitplane) for all the fun I have had with Irrlicht. I am still using it in 2022 after it forced me to learn C++ as a teenager. Attached are a few pics and videos of a surgical simulator I have been making just to show that irrlicht...
- Tue Feb 15, 2022 1:14 am
- Forum: Bug reports
- Topic: Massive Skeletal animation boost: easy bug fix
- Replies: 1
- Views: 2023
Massive Skeletal animation boost: easy bug fix
Hi guys I hope we are all alive and well. Here is a small fix for my irrlicht family the skeletal animation code unesscarly computes the pull matrix for every joint and every vertex it affects, it only needs to be done once per joint, results in a MASSIVE boost for high poly meshes old code void CSk...
- Mon May 22, 2017 11:17 pm
- Forum: Advanced Help
- Topic: Advanced Effects
- Replies: 253
- Views: 711895
Re: Advanced Effects
You can also preserve the boudning box based on last frame from the onRender function
- Mon May 22, 2017 11:13 pm
- Forum: Advanced Help
- Topic: Advanced Effects
- Replies: 253
- Views: 711895
Re: Advanced Effects
HINT: if you do the tangents on the mesh thats grabbed by smgr->getMesh will grab a central mesh from the mesh cache that is shared by all animated meshes of same filename. Dont use mesh cache references, you are getting cached shared meshes. Do that tangents at another stage or on another refrence....
- Mon May 22, 2017 11:09 pm
- Forum: Advanced Help
- Topic: Advanced Effects
- Replies: 253
- Views: 711895
Re: Advanced Effects
Lazy solution: Examine smgr->drawall () code. You might be able to change the skinned mesh generation from onAnimate() to the onRender() phase. That way a shared mesh can be updated just before rendering then dumped. Which is essnetially creating hidden temporary copies that only stay alive enough f...
- Thu May 18, 2017 12:25 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
Deferred rendering based on Entities framework. Totally modified render pipeline to allow for infinite soft shadows with only 1 shadow map. Infinite Volumetric point lights. SSAO. Screen space fresnel reflections (view space ray marching tracing is cool). I also multi threaded the engine with a thre...
- Tue Nov 29, 2016 10:00 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month, November 2016 [Winner Announced!]
- Replies: 15
- Views: 6952
Re: Screenshot of the Month, November 2016 [Submissions Open
I cant remember that post, the sso algortiyhms are related to delta depth values, big scenes with huge depth buffers (far values) dont get much ssao
- Sun Nov 20, 2016 12:26 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
Replaced the semi dynamic gi probe algorithm to fully dynamic reflective shadow maps
Realtime GI is possible even in our little irrlicht
Realtime GI is possible even in our little irrlicht
- Thu Nov 10, 2016 2:50 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
Integrated with first king editor, Mel you run a custom editor right?
I really wish there was a full fledged c++ editor template, The FKE is the closest i have found
I really wish there was a full fledged c++ editor template, The FKE is the closest i have found
- Wed Nov 09, 2016 6:32 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
Thanks guys. I did a similar experiment with forward rendering in 2010 "GPURAD" http://irrlicht.sourceforge.net/forum/viewtopic.php?t=39186. It baked radisoity using spot lights attached to surfaces to a lightmap. If the process is optimised its actually what Lightsprint and enlighten do, ...
- Wed Nov 09, 2016 6:49 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
some fuzzy reflections visible
- Wed Nov 09, 2016 6:11 am
- Forum: Competition Time!
- Topic: Screenshot of the Month, November 2016 [Winner Announced!]
- Replies: 15
- Views: 6952
Re: Screenshot of the Month, November 2016 [Submissions Open
Thanks, opps i mean,I had to leave a irrlicht billboard as a flaw to prove its irrlicht
- Wed Nov 09, 2016 6:06 am
- Forum: Competition Time!
- Topic: Screenshot of the Month, November 2016 [Winner Announced!]
- Replies: 15
- Views: 6952
Re: Screenshot of the Month, November 2016 [Submissions Open
I am back! 8) Here is a screenshot of my "Radiosity Maker" its a deffered lighting engine capable of doing soft shadows with recycled shadoe maps, faked volumetric, SSAO, screen space reflections and more importantly after you place all your lights it will read your dynamic scene and gener...
- Wed Nov 09, 2016 5:55 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 358100
Re: Post Your Irrlicht Screenshots / Render Here.
I am still alive guys, My latest experiment "Radiosity maker", deffered engine built on entity's irrrenderer, added recycled(1 map unlimted lights) softshadow maps volumeteric ligfhts screenspace reflection etc...... The radiosity maker reads any scene and adds the indirect lighting as new...
- Tue May 08, 2012 12:39 am
- Forum: Competition Time!
- Topic: Screenshot of the Month May 2012 [Winner announced!]
- Replies: 27
- Views: 19404
Re: Screenshot of the Month May 2012 [Submit now!]
Side note coplanar triangles for hardware rendering on PC gpu is actually useful... helps with strip continutity (vertex cache'ing) and reduces total number of vertices. for Cpu based renders then yeah more triangles is annoying since it would involve double ray plane tests and dot triangle tests. S...