The Robomaniac 3D Engine Foundation Contest 2

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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Robomaniac
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The Robomaniac 3D Engine Foundation Contest 2

Post by Robomaniac »

This is just a new thread with the details

The Physics Effect Tech Demo
Sponsored by "The Robomaniac 3D Engine Foundation"

The Robomaniac 3D Engine Foundation for Bettering the Experience, Look, Feel, and Coding Style of the Community and Individuals who use 3d engines (TR3EFBELFCSCI3E) is proud to announce the third Irrlicht Development Contest.

Goal:
Create the Best Looking Physics Effect that is useful in a game

Theme:
As Above

RULES:

All entries must be submitted by August 22nd. That gives you 1 month and a week! There should be plenty of entries to this one, no excuses :P

Anyone can enter, including Niko if he wants , but only 1 entry per team.

A team can consist of 2 programmers and up to two artists. If you are an artitst on one team, you can't be an artist on another, but you can be a programmer.

Demo's will be judged on many principles, including look, effects used, and extras. Although I will be judging including extras (like physics, sound) they are not required. If a demo has a fair look, but uses a lot of extras, and one looks great but has less extras, I will judge the latter higher.

Must be able to run on a Radeon9600

The Effect must be useful in a game, doesn't matter what type, just any game. Some examples include fully physics explosions (not particle emitter based), ragdolls (w/ real models), etc.

Hosting:
Submissions will be mirrored to centaurforce.sf.net/IrrlichtDemos/ when they are entered

PRIZES:
The Glory of Winning
A Digital Cake

Donations are welcome ;)

GOOD LUCK TO ALL AND HAVE FUN!

I expect to see more than two entries this time :P

Could be Windows or Linux.
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Post by warui »

Can we use phisics enignes ?
Tomasz Nowakowski
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Post by Robomaniac »

Oh, yeah, i forgot, you can use any FREE physics engine out there (ODE, Tokamak, or Newton prefered, since there are already integration tutorials.)

Source Must be released, blah, blah, blah
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Post by warui »

Oh, it was my 200th post. Party time... :twisted:
Tomasz Nowakowski
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Post by Robomaniac »

That was my 372nd

Time to get to 400
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Post by Guest »

No, i am waiting for the 1st release (right now all they have is a funky cvs-thing and i cant compile it)
You may start and I will help you ASAP
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Post by Robomaniac »

wtf?
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Post by thesmileman »

Anonymous wrote:No, i am waiting for the 1st release (right now all they have is a funky cvs-thing and i cant compile it)
You may start and I will help you ASAP
This appears to be Serg Nechaeff's post that was supposed to go in the Crazy Eddie's GUI topic. Just FYI
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Post by Electron »

ragdolls with real models? Not until irlicht supports realtime skeletal manipulation. I was looking at CXanimationPlayer a bit. Basically the joint transforms for each frame are stored in arrays when the model is loaded. One would have to add another joint list and create functions to perform the skinning using the new joint list. The joint positions from the ragdoll wouldhave to be read from the physics engine into the new joint list.
That's just a basic overview of what I think would be involved. The joints seem to use both matrices and quaternions and modifiying the thing didn't look particularly easy to me, though someone with more experience (and better math knowledge) might be able to do it.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

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Serg Nechaeff from Hell

Post by Serg Nechaeff from Hell »

oops, sorry about that :-/
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