Post Your Irrlicht Screenshots / Render Here.
Hi Sudi,
I'm studying them. I wanna know how they got made that way.
Plus, it would show the strength and weakness of the API. Like load time and other stuff. It took several seconds to load the textures for the last image.
The last images I posted use very large textures. That's why they look great.
I think large textures are going to be the norm with video cards having one gigabyte as entrylevel. I wouldn't be surprised if one texture is 4K-by-4K, though.
That's for the PC. For consoles it's a different set of requirements.
I'm studying them. I wanna know how they got made that way.
Plus, it would show the strength and weakness of the API. Like load time and other stuff. It took several seconds to load the textures for the last image.
The last images I posted use very large textures. That's why they look great.
I think large textures are going to be the norm with video cards having one gigabyte as entrylevel. I wouldn't be surprised if one texture is 4K-by-4K, though.
That's for the PC. For consoles it's a different set of requirements.
cool dlangdev keep us uptodate
anyway i started doing experiments with postprocessing and wrote a xml-based postprocess system. here is what it can do for example...
anyway i started doing experiments with postprocessing and wrote a xml-based postprocess system. here is what it can do for example...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Something I'm working recently. (sorry have to stop doing irr mascot for a while)
Still working on it. Can't generate lightmaps as it will spoil the transparent part of my textures.
large image: http://blog.zerocore.net/wp-content/upl ... wcase1.jpg
Still working on it. Can't generate lightmaps as it will spoil the transparent part of my textures.
large image: http://blog.zerocore.net/wp-content/upl ... wcase1.jpg
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
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Apa khabar kornwaretm. (hello kornwaretm)
nice sreenshots you got there. keep the good work up!
nice sreenshots you got there. keep the good work up!
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
lovely. Im intrested in the command and conquer renegade clone though. (Love the images of dlangdev.)
I model two. But I was using (gah) game-maker and ultimate 3d. Love the user frienldlyness of it but its way to slow...
So thats the main reason I came here. An additional plus is that this engine is really tidy. and has godlike tutorials.
im busy with a shopping mall deathmatch level (for u3d though).
,
.
note: There are only 2 stairs in the level. I just made it repeat with an (2d) image manipulation program because I use it as desktop background. polycount is 367.
I need to add plants and such. Goal <= 2000 triangles.
I model two. But I was using (gah) game-maker and ultimate 3d. Love the user frienldlyness of it but its way to slow...
So thats the main reason I came here. An additional plus is that this engine is really tidy. and has godlike tutorials.
im busy with a shopping mall deathmatch level (for u3d though).
,
.
note: There are only 2 stairs in the level. I just made it repeat with an (2d) image manipulation program because I use it as desktop background. polycount is 367.
I need to add plants and such. Goal <= 2000 triangles.
wow is that rendered in real time. looks fantastic.
by the way some updates on my project:
large: http://blog.zerocore.net/wp-content/upl ... o2-far.jpg
large: http://blog.zerocore.net/wp-content/upl ... -demo2.jpg
by the way some updates on my project:
large: http://blog.zerocore.net/wp-content/upl ... o2-far.jpg
large: http://blog.zerocore.net/wp-content/upl ... -demo2.jpg
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Another update on my .. unnamed .. project. I recently finished a new vehicle physics (very limited and needs a lot of tweaking) because I ran into performance issues with Newton vehicles. Having 2 vehicles already dropped the FPS significally, let alone 5 or more. Now I can easily have 10 or more without much drop. Oh, and there's a new vehicle camera.
I also finished doors that open automatically when you move close to them. (Such a big thing ..) Yeah, it's not, but it's all those small parts that eventually make up the final result. So I'm happy about it
Automatic door ..
Enemy base in the distance:
Bunch of vehicles:
Until next time!
I also finished doors that open automatically when you move close to them. (Such a big thing ..) Yeah, it's not, but it's all those small parts that eventually make up the final result. So I'm happy about it
Automatic door ..
Enemy base in the distance:
Bunch of vehicles:
Until next time!
Thanks. Actually I got the trees and plants from http://www.loopix-project.com/ at one point. I guess there should still be a free pack available.
For the terrain I use EarthSculptor to sculpt and texture the several parts that make up the whole map. Haven't seen L3DT, but I should check it out. Seems impressive.
For the terrain I use EarthSculptor to sculpt and texture the several parts that make up the whole map. Haven't seen L3DT, but I should check it out. Seems impressive.