It has been a great 2 years working on this, which started out as an ambitious aim for a game engine, and now, it's more of a shader/model testing platform where I dump whatever things I learned or made in there. Irrlicht is a great engine, but the main reason I choose it over others is its support for different languages, especially .NET. Keep up the great work!
Current rendering features:
- Lighting
Per-pixel, normalmap, custom rim for ambient, envmap for fake GI
- Postprocess!
All sorts of blur, dof, motion, bloom
Tonemapping
Lens artifacts
Ambient Occlusion
- A few materials which I forgot (probably not working)
- Shadows
Crappy PCF and stencil
Here's a latest screenshot of my cafeteria scene, my very mediocre modelling skills, with only cubic mapping and few textures stolen from elsewhere. It running pretty fast (94fps) at 1024x768 on my ATI3850.
EDIT:
I've released a demo recently for the community to work on the art and improve on anything possible if you feel like it. License is...uhh free for the Irrlicht community. Unfortunately the player model and its texture is copyrighted so I don't think you can use them in commercial projects. A few colormaps are remakes/edits from the original, other than that everything is ok to use. There's tons of shaders available too you can check those out as well.
If you'd like to use anything in your projects, a credit as a link to my site I'll be very happy.
You can config some basic options in dec.ini (resolution..AA...etc.) I've got more instruction in the text file.
If you'd like, you can improve on the model or textures or shaders of the map to get it to look as real as possible.
Rule of the game: Fill up the cafeteria with cubes to take revenge on the rude janitor.
Download Link: Link Outdated.
Recently I've stopped working on it for other things, but I'll still be updating the graphics from time to time, with one goal in mind: photo-realism at >60fps.
Oh forgotten: My website: http://www.orandysoftware.com/ where I post all my works in there. BTW, anyone interested to link up....for the PR? (if you're marketing fanatic )
EDIT2:
Lately I decided to recode my game “engine”, which is more of a graphics/physics sandbox, into a proper expandable game engine with organized classes and files, the way it’s meant to be done. Every map and entity has a property file which assigns the mesh and the material. The map file contains extra attributes such as object position, rotation, lighting…etc. This way, anyone could easily integrate their custom contents in the engine without opening up Visual Studios. In fact this allows integrating with my mapeditor possible and I’ll definitely be making one someday.
I made a few changes to the shaders, improved SSAO, made the game more scalable and removed the cheap lens ghosting filter. There’s a new minigame included too: Clear out every object in the map with your companion psy-cube! I think there’s enought screenshots of my cafeteria so I’ll save it.
Download: http://www.orandysoftware.com/user_file ... ne2008.zip
Controls:
Esc - Quit
F11 - Take Screenshot (saved in Screenshots folder)
wasd - move camera
1 - toggle firstperson view
2 - toggle chase cam (Nausea warning)
Left click - repel psycube
Right click - attract psycube
c - clone it!
You can tweak the game inside DeclensionEngine.ini, the main setting file. For the map, check out those folders that starts with a capital letter. They are the ones containing map/object configure file (a text file), the rest of the folders are game files.
Check it out, runs 200+fps on my HD3850 (default setting and cam view).
EDIT3:
Been testing a few free lightmapping tools but everytime I load my mesh in-game or even in the editor, all the materials screws up. What is wrong with Cinema4D??? Could someone lightmap my mesh please? Simply assign the lightmap texture to texture4 for the generic material as it's using the 2nd texcoord of the mesh.
I've got DOF working now and fixed some rtt alignments. You can change the far dist, range, blur offset in the setting file. To load your own map, create a folder and a .dmap file with the same name as your mesh, then head over to EngineSettings.ini and call the meshname and extension. Oh and I'll make DOF optional in the next update.
BTW, does phpbb have a tag that can hide a block of text? This first post is beginning to get lengthy. I've deleted over-sized images to keep this page neat.
Download: http://www.orandysoftware.com/user_file ... ne2008.zip
New Controls:
0 - Increase Blur
9 - Decrease Blur
p - Increase DOF
o - Decrease DOF
EDIT4:
I just got this easy to implement but costly technique working last night and can't wait to show everyone! I think what I did is wrong since it should be a radial blur around the light source and not blurring vertically. Anyway, it's indoors and it makes a good volumetric light.
The engine configuration file has been split into two, another is for the postprocessing, for the fans of unblurry images, dof and light scattering is optional. The light shafts are more visible ingame when the camera is moving. Now for the shots:
Download: http://www.orandysoftware.com/user_file ... ne2008.zip