My first complete app
My first complete app
hi, This is my first app i made with irrlicht.....
Please tell how to improve it....My aim is to make a commercial application for virtual walking in environments. How can i make it more and more to commercial standard..
Presently i am not using state machine...Its uses two classes ..one for menu and other for walking...
The link is
http://www.mediafire.com/?21julvt9v0m
bye
Please tell how to improve it....My aim is to make a commercial application for virtual walking in environments. How can i make it more and more to commercial standard..
Presently i am not using state machine...Its uses two classes ..one for menu and other for walking...
The link is
http://www.mediafire.com/?21julvt9v0m
bye
skumar
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night_hawk
- Posts: 153
- Joined: Mon Mar 03, 2008 8:42 am
- Location: Suceava - Romania
- Contact:
Not the best place to post it (Project Announcements would have been better), but then again...
It's a nice app. It would make a very nice commercial app, but! Collission is a bit choppy and the models could use a wee bit more detail. Some normal mapping would work, as the app is not very CPU-intensive at this point.
All in all, it's nice!
It's a nice app. It would make a very nice commercial app, but! Collission is a bit choppy and the models could use a wee bit more detail. Some normal mapping would work, as the app is not very CPU-intensive at this point.
All in all, it's nice!
haha, just as well i decided to download it after posting that!
the artwork certainly does look nice so no problems there.
personally i felt like an absolute giant wandering around, i guess your collision animator's ellipsoid is too tall so try reducing that to a more normal height.
the shadows look rather pixelated... how did you do those? lightmaps? or shaders?
as mentioned previously, normal mapping would certainly add extra details in certain places so that might be a good feature to add in.
incidentally i'm posting from my gf's laptop, which is utter poop and often runs at 1fps on my IrrAI examples and your app worked fine so i think you've probably got the low-end systems covered ok
to still support low-end systems and also take advantage of special effects etc for high-end systems you could have certain special effects as options that you can turn on or off depending on how good your system is.
also, no matter how hard i tried i couldn't get into the small storage room thing in the kitchen... the doorway was too small to allow me in (an in fact the doorways seem a bit small in general, maybe just because the camera's so high)
the artwork certainly does look nice so no problems there.
personally i felt like an absolute giant wandering around, i guess your collision animator's ellipsoid is too tall so try reducing that to a more normal height.
the shadows look rather pixelated... how did you do those? lightmaps? or shaders?
as mentioned previously, normal mapping would certainly add extra details in certain places so that might be a good feature to add in.
incidentally i'm posting from my gf's laptop, which is utter poop and often runs at 1fps on my IrrAI examples and your app worked fine so i think you've probably got the low-end systems covered ok
to still support low-end systems and also take advantage of special effects etc for high-end systems you could have certain special effects as options that you can turn on or off depending on how good your system is.
also, no matter how hard i tried i couldn't get into the small storage room thing in the kitchen... the doorway was too small to allow me in (an in fact the doorways seem a bit small in general, maybe just because the camera's so high)
nice demo.
i got stuck in one of the bedroom, couldn't get out. it's the same bug that's been showing up on my demos too. not sure what fix to put there.
overall, your demo worked on my machine.
though, you might want to split your scene, probably use two or three scenes and merge it in gile[s] to get finer shadow details, or you could increase lightmap texture size.
you can also add a checkbox for enabling shaders in there, that would put your game to the next rendering level. see http://irrlicht.sourceforge.net/phpBB2/ ... highlight= blindside's xeffect demo for more details.
also, scale the whole scene up a little bit.
i got stuck in one of the bedroom, couldn't get out. it's the same bug that's been showing up on my demos too. not sure what fix to put there.
overall, your demo worked on my machine.
though, you might want to split your scene, probably use two or three scenes and merge it in gile[s] to get finer shadow details, or you could increase lightmap texture size.
you can also add a checkbox for enabling shaders in there, that would put your game to the next rendering level. see http://irrlicht.sourceforge.net/phpBB2/ ... highlight= blindside's xeffect demo for more details.
also, scale the whole scene up a little bit.

Thanks all ....
In the next version i will add options for enabling high level techs....
In this i use lightmapping.....mostly 512x512 and some 1024x1024 thats why the shadow seems pixelated.....
In one room i get stuck...there was a problem in mesh of floor there
if you look you can see a dark area somethin like overlapping triangle.
Any way i dont have enough knowledge in shaders....im starting on it....
I done this in low level because in India we dont usually use high end computers ie with graphics card....
My computer has no g card...amd+asus board+via/km400/kn400
Normal mapping is not running on my computer...so i have no way of testing it......only after a significant i can research on it.....
This appp even runs on a machine with 128mb memory.....
bye for now
In the next version i will add options for enabling high level techs....
In this i use lightmapping.....mostly 512x512 and some 1024x1024 thats why the shadow seems pixelated.....
In one room i get stuck...there was a problem in mesh of floor there
if you look you can see a dark area somethin like overlapping triangle.
Any way i dont have enough knowledge in shaders....im starting on it....
I done this in low level because in India we dont usually use high end computers ie with graphics card....
My computer has no g card...amd+asus board+via/km400/kn400
Normal mapping is not running on my computer...so i have no way of testing it......only after a significant i can research on it.....
This appp even runs on a machine with 128mb memory.....
bye for now
skumar
the app doesn't seem to run. this is what i get :
http://img252.imageshack.us/img252/4149/skumarop1.jpg
http://img252.imageshack.us/img252/4149/skumarop1.jpg
skumar:
I think you can query the capability bits using Irrlicht. You might want to check it out, then let me know, as I don't exactly remember. I think I wrote some code sometime ago but I don't remember if it was an Irrlicht code. Sorry about that one.
What I do know is there is a tool in DirectX you can call to query video capabilities. Check the Irrlicht headers if it is supported.
Once you get the cap bits, you can set the runtime specific for that environment.
By the way, I'm impressed with the rendering you made, is that your work? Or did you hire a graphics artist?
I think you can query the capability bits using Irrlicht. You might want to check it out, then let me know, as I don't exactly remember. I think I wrote some code sometime ago but I don't remember if it was an Irrlicht code. Sorry about that one.
What I do know is there is a tool in DirectX you can call to query video capabilities. Check the Irrlicht headers if it is supported.
Once you get the cap bits, you can set the runtime specific for that environment.
By the way, I'm impressed with the rendering you made, is that your work? Or did you hire a graphics artist?

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Jgoldnight
- Posts: 31
- Joined: Thu Jun 07, 2007 6:23 pm
- Location: New York
- Contact:
Nice walkthrough. I changed the height of the walker to about 100 via the options menu, and that felt about right.
Also, do you have vsync enabled? The rendering wasn't very smooth, but it could be my crap hardware. I'm currently running on: 2.08GHz CPU, 64MB Shared Graphics, 512MB RAM; seems like an average/everyday bucket to me.
Also, do you have vsync enabled? The rendering wasn't very smooth, but it could be my crap hardware. I'm currently running on: 2.08GHz CPU, 64MB Shared Graphics, 512MB RAM; seems like an average/everyday bucket to me.
Computer scientist by day...
http://www.mrjoelkemp.com
http://www.mrjoelkemp.com
Hey this is nice. Runs fine and smooth on my PC (1.6ghz, 512mb ram, 64mb graphics)
My thoughts (I may be repeating others):
- the camera seems to move in the direction you are looking, i.e. if you are looking slightly upwards and then move forwards, the camera jumps into the air a little. So maybe you could have movement applied just in the horizontal plane instead.
- use a separate (and simplified) collision mesh? i.e. with just slopes for the stairs so the camera moves up them smoothly. Or if a separate collision mesh is not possible, maybe have the camera separate from the collision response, following it smoothly (sort of like attached by a spring..)
- as others have said, make the camera collision thinner so you can get in those smaller spaces
I thought the default walker height to be ok.
Good luck with it
My thoughts (I may be repeating others):
- the camera seems to move in the direction you are looking, i.e. if you are looking slightly upwards and then move forwards, the camera jumps into the air a little. So maybe you could have movement applied just in the horizontal plane instead.
- use a separate (and simplified) collision mesh? i.e. with just slopes for the stairs so the camera moves up them smoothly. Or if a separate collision mesh is not possible, maybe have the camera separate from the collision response, following it smoothly (sort of like attached by a spring..)
- as others have said, make the camera collision thinner so you can get in those smaller spaces
I thought the default walker height to be ok.
Good luck with it
