Why do most Irrlicht3D Projekts look bad?
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ya i just in my game i tell myself that this is a starting model and after i finish my game(that nevers happen) i just get bored bec like all said most peaple make it for fun but anyway i making a small strategy game about bots and it has really good graphicsbut i wont announce it untill i make it bec every time i say i will make a game i dont make it so after i make it i will post it
heres a game that looks fairly sexy
http://www.freewebs.com/tm1rbrt
http://www.freewebs.com/tm1rbrt
You already announced it here :omar shaaban wrote:ya i just in my game i tell myself that this is a starting model and after i finish my game(that nevers happen) i just get bored bec like all said most peaple make it for fun but anyway i making a small strategy game about bots and it has really good graphicsbut i wont announce it untill i make it bec every time i say i will make a game i dont make it so after i make it i will post it
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=22280
So I guess it wont be finished then?
ShadowMapping for Irrlicht!: Get it here
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no i am talking about another one i am 40%finish of it but for humans and orcs i just took a rest from it (just for a time )BlindSide wrote:You already announced it here :omar shaaban wrote:ya i just in my game i tell myself that this is a starting model and after i finish my game(that nevers happen) i just get bored bec like all said most peaple make it for fun but anyway i making a small strategy game about bots and it has really good graphicsbut i wont announce it untill i make it bec every time i say i will make a game i dont make it so after i make it i will post it
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=22280
So I guess it wont be finished then?
Ok, so here's what I did:Luke wrote:yeah I'd say it's the smoothing groups in the model format,
a mesh with a simple point light should look exactly the same in all engines.
1) Made EXTREMELY SIMPLE cube in Blender, subdivided it a bit, and scaled it way up. No texture coords.
2) Made camera with (1024.0 / 768) aspect ratio at (150, 150, -150) looking at (0, 0, 0). Ogre's is actually at 150 Z instead of -150 as for it +Z is back, not forward, unlike in Irrlicht. Regardless, it should theoretically be the same.
3) Created a point light at (150, 150, 150) (Ogre: (150, 150, -150)), set (0.2, 0.9, 0.2) colour (for Irrlicht I simply passed this to the create light function, for Ogre I set both diffuse and specular to this). Radius: 100 (Ogre doesn't do radii unless you do it in a shader).
3) Made the cube - non-animated, displayed at (0, 0, 0), just as it is. No material changes, nothing. Just load the mesh and put it at (0, 0, 0) (lighting on, but didn't touch anything else).
4) Set the background colour to (0.2, 0.2, 0.2), and the ambient colour to (0, 0, 0).
5) Rendered and took a screenshot.
[Both used OpenGL as my GCC Irrlicht didn't have D3D 9...]
Ogre:
Irrlicht:
Ogre wins it for me.
Last edited by agi_shi on Wed Aug 08, 2007 4:35 pm, edited 1 time in total.
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I'm interested in the visual distortion when you compare the two. does your ogre cam have some kind of less-than-default view matrix? i dunno, it seems flatter to me. You made the mesh, which one is more correct in the view port?
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
Childish? I used 3DS because it was simpler for me to use a direct 3DS to mesh converter, rather than using the Ogre exporter. I don't dwell these forums as if it's the only thing I do. I'll go export to something like .x now.hybrid wrote:Once again you prove yourself being quite childish, agi_shi. It seems that you've chosen 3ds for the Irrlicht model. Why that? It's well known to lack suppoort for smoothing groups, we were just discussing about this issue. Almost all other formats will have the normals smoothed.
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You don't have to read all messages, it's in this topic. So just read one thread before posting in it. And BTW: That's the reason why I said that you have to be familiar with both sides when doing a competetive benchmark. You either don't know both sides, or you just troll around in here - both things suck
Notice how I said 3DS was more convenient for my exporter? Because you're the one who seems like the troll.hybrid wrote:You don't have to read all messages, it's in this topic. So just read one thread before posting in it. And BTW: That's the reason why I said that you have to be familiar with both sides when doing a competetive benchmark. You either don't know both sides, or you just troll around in here - both things suck
.obj
I could not figure out how to normalize all of the normals after scaling (Ogre::Entity::setNormaliseNormals(true)), so it's dark. Very dark. But if you look close, you'll see it's still not smooth.
@ view distortion: I think that's because my aspect ratio was incorrect in the Ogre version... let me go check. Nope, it was ok. My FOV was the culprit.
45 degrees: