Is it possible?

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Halifax
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Is it possible?

Post by Halifax »

Is it possible that you could get some of the stuff out of Irrlicht that you could get out of the Unreal Engine 3?
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sRc
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Post by sRc »

its possible, youll have to work at it for a while :wink:

Unreal3 and other high end engines use a lot of HQ models, heavy shaders, so on and so forth. they dont just slap something together in a short amount of time, they do a lot of work making the graphics they way they look.

you can very well make the same sort of stuff in Irrlicht, just keep in mind you have to do the actual work to make it look good. Irrlicht simply displays what its told to, you gotta provide what you want to be displayed
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Halifax
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Post by Halifax »

Yeah I realize the work and everything and that's what I was basically asking. I was just wondering if I provided the high-poly detailed meshes all UV wrapped and stuff if Irrlicht could handle it. So basically I could make something like Gears of War, but it would take time?
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Midnight
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Post by Midnight »

Time and talent.

the shaders are the largest drawback... but I've seen people using them.

irrlicht will render anything you throw at it.

it's got a few querks but they're being looked at and the engine is constently improving.

you'll have to add the shader support yourself there are examples around the forum. that aside irrlicht will render complex models and animations.

maps/levels/zones are all up to you.. it has basic terrain with needs improved.

models/meshes/objects all up to you.. some formats better then others and some could be better supported. support them if you need to.

textures.. everything depends on you and your skills. irrlicht will render it.

and probably faster then any other engine.
Halifax
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Post by Halifax »

Are the shaders a large drawback because they are slow, poorly coded, or not powerful at all. I have seen the Irrlicht example using the shaders on the cube though and it looks pretty good.

If you are saying that the shaders aren't up to par and just slow then could I use CG Shader technology with Irrlicht??

Sorry if I am asking too many questions.
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sRc
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Post by sRc »

Halifax wrote:Are the shaders a large drawback because they are slow, poorly coded, or not powerful at all. I have seen the Irrlicht example using the shaders on the cube though and it looks pretty good.

If you are saying that the shaders aren't up to par and just slow then could I use CG Shader technology with Irrlicht??

Sorry if I am asking too many questions.
the main thing about shaders that I usually see is theres not a real good built-in frame for postprocessing, so you have to frame the scenenodes for that yourself. (I havent relly been following shader stuff that much at the moment). there was something about passing multiple textures to shaders too, but I think that was resolved.

other than that shaders are another realm entirely to work with, but Irrlicht will work with any HLSL/GLSL/ASM shader you throw at it
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Post by Virion »

Why will shader slow down irrlicht? Is it the engine architecture problem or your hardware is not fast enough to run the shader stuffs?
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Post by white tiger »

shaders slow down the FPS on irrlicht, on ogre, on unreal engine, on quake engine, .......

it's normal the if you calculate the light per vertex with a simple lambert equation (fixed pipeline) the FPS is high, if you calculate the lighting per pixel with phong or expecially cook torreance the FPS drop down. it's normal, more complicated calculations mean more time to spend with it

you can't use CG shaders with irrlicht
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