July 2009 Screenshot of the Month [Winner announced!]
That's the point, there is no way to proof if a screenshot was made with irrlicht or is taken from a game or made with another engine.
Last edited by Lambda on Sat Jul 25, 2009 9:33 pm, edited 1 time in total.
is highly *modified* irrlicht allowed here?
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My Entry (architectural drawing created by a client of our system) is of a model created in a our CAD system using irrlicht as the rendering engine. The mesh datastructures (and interfaces) are our own. I am using the excellent XEffects (in this case) to add shadows to the model. Having entered this comp for the first time, I am surprised to see what appears to be 'commercial' images (e.g. from off the shelf games etc.) entered. Is this really in the spirit of the competition - are we not here to promote the excellence of the engine and OUR creativity in using it to the fullest?
Asp
Asp
the one posted by Acki was mainly a sarcasm.
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at least you got it !!!Virion wrote:the one posted by Acki was mainly a sarcasm.
no, just joking, I think there where some others too, like wITTus...
the main problem is how would one prove if the screenshots are from own work using Irrlicht...
I'm sure all others are legitime participants and all their screenies are looking pretty good...
while(!asleep) sheep++;
IrrExtensions:
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try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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huh?
Did I miss something? Wing64 entered using Irrlicht right?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Maybe we can stick a model saying "IRRLICHT3D" in all the scenes?
Or provide a demo with every screenshot?
Both of which wouldn't be appropriate for a large or commercial project, so they can't be necessary. But if you want to provide them to gain more credibility then go ahead.
I know wing64 is using Irrlicht, he struggled to get PSSM working and some other effects and now he is reaping the benefits.
Or provide a demo with every screenshot?
Both of which wouldn't be appropriate for a large or commercial project, so they can't be necessary. But if you want to provide them to gain more credibility then go ahead.
I know wing64 is using Irrlicht, he struggled to get PSSM working and some other effects and now he is reaping the benefits.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Generated Documentation for BlindSide's irrNetLite.
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LOL wITTus you made my day
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Sorry for answer late. There are shaders used in Gothic scene.
1. PSSM for shadow mapping techniques -> http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
2. Normalmap with 4 lights -> 4 light normalmapping for animated meshes [C++/GLSL] http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21186
3. Phong and Lambert shader -> XEffects - Reloaded - New Release (V 1.2)
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
4. TGMs ShaderPack for basic shader fx eg. Bloom, Blur. -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21057
5. DOF -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18788
6. HDR from render monkey example (not perfect and i hope next version of XEffect have this feature).
4. About polycount in this scene amount ~377,881 Triangles.
Thanks for interested us job.
1. PSSM for shadow mapping techniques -> http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
2. Normalmap with 4 lights -> 4 light normalmapping for animated meshes [C++/GLSL] http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21186
3. Phong and Lambert shader -> XEffects - Reloaded - New Release (V 1.2)
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
4. TGMs ShaderPack for basic shader fx eg. Bloom, Blur. -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21057
5. DOF -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18788
6. HDR from render monkey example (not perfect and i hope next version of XEffect have this feature).
4. About polycount in this scene amount ~377,881 Triangles.
Thanks for interested us job.
It's hard for me to combine them all Like using more than 1 shader at time. Have some problems with settingRenderTarget.wing64 wrote:Sorry for answer late. There are shaders used in Gothic scene.
1. PSSM for shadow mapping techniques -> http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
2. Normalmap with 4 lights -> 4 light normalmapping for animated meshes [C++/GLSL] http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21186
3. Phong and Lambert shader -> XEffects - Reloaded - New Release (V 1.2)
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
4. TGMs ShaderPack for basic shader fx eg. Bloom, Blur. -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21057
5. DOF -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18788
6. HDR from render monkey example (not perfect and i hope next version of XEffect have this feature).
4. About polycount in this scene amount ~377,881 Triangles.
Thanks for interested us job.