I'm happy to present my next game: The End of Dyeus!
It's a first-person action and exploration game set in a fully open world, and it's - of course - made with Irrlicht.
It's coming this year on PC.
Trailer: https://www.youtube.com/watch?v=O4T130HY8Ws
Website: http://www.endofdyeus.com
Screenshots:





I've been working on this project for about a year and a half now. Like my previous game, Worlds, I work alone, so I do everything from game design to music.
Technical:
As you can see in the screenshots, on a technical level, the graphics are pretty basic. I wanted it to look and feel like a 90s PC game, and as an open world game, it needs to run smoothly too.
So the game uses basic "fixed-function" lighting / rendering. No fancy shaders here except for terrain texturing (and it's still pretty simple). I also disabled texture filtering everywhere.
The game features a day and night cycle, with different weather conditions; sun and clouds move in real time, stars appear at night, etc. Again, it's made by combining basic elements together: billboards for the sun and the moon, and large, alpha textured models for the clouds and the stars. The program then interpolate between color parameters (EmissiveColor, etc) to change the time of day.
The collision detection is half homemade, half Irrlicht. The "physics" (gravity, acceleration) and basic ground detection are custom, while wall detection uses the Irrlicht "getCollisionResultPosition" method.
EDIT: Not anymore, everything is homemade now!
As an open world game, the program streams the different entities; enemies, buildings, trees... Most of them have lower polys counterparts, which are loaded and displayed so we can see them from afar. The world editor is directly integrated in the game, and I can switch between game and editor mode by the press of a key (which makes my life a lot easier!).
I don't really know what else to describe here, so if you want to know how anything is done, feel free to ask! As we are on the Irrlicht forums, I feel like the focus of this post should be on the technical part.
Feel free to give your feedbacks too, I'd love to know your thoughts on the game.
A big thank you to the Irrlicht dev team, I absolutely love this engine and its lightweight / speed focus!