Island Summer Project
This sounds feasible, but i recommend setting up some concept art and map layouts. Also discussing how far shader wise you want to go before you make more art.
I made a palm tree for a scene i never started, you can have it if you want.
I made a palm tree for a scene i never started, you can have it if you want.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Wow that's a nice palm tree.
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
I really hope that you will allow shaders to be deactivated for older PCs (and also the LOD set and other effects turned off so it still runs!). Netbook users as me will be glad if you do! And I think too often indie games are killed for lowend hardware because they have no fallback for non-shader hardware (or graphics settings without tons of grass sprites for slower PCs ).
But the palm model Katsankat showed seems lowpoly enough to be feasible for lowend hardware so I'm hoping it will run run on my netbook
But the palm model Katsankat showed seems lowpoly enough to be feasible for lowend hardware so I'm hoping it will run run on my netbook
All right time is passing fast on beaches.
There are several ways to do everything. To avoid months of discussions it would
be best to have each person doing its part. There's a list, simple as that!
Omaremad could you pass your model so that a modeler creates high/low
poly versions of it? Thanks in advance.
SteelStyle is working on water waves and shaders in general.
Yesterday I've found how to use ambient occlusion/lightmaps and it's coming good
that means the scene can be set up and exported. I also wrote a material
system interface ie. I can set texture names/type in a script and edit
it without recompiling the application or re-exporting the model.
Today I worked on chunked LOD for terrain. The scene will be splitted in patches.
Each patch is composed by a mesh and its textures, plus nodes for models.
Frutsum culling will do a first pass I'll do another to handle LOD on each visible patch,
of course meshes having the same texture will be merged (per patch) in the
modelling program. I'll generate a heightmap with some algorithm (Diamond square
or Perlin noise) and import it into <your3Dapp> to transform it as a mesh and
add extra detail where needed as well as removing unwanted triangles. This allows
to create cliffs and caves which is impossible with heightmaps. Then add models to
the scene and export patches.
I guess the size of the patches and the number of triangle it holds will be
determined by trial and error.
There are several ways to do everything. To avoid months of discussions it would
be best to have each person doing its part. There's a list, simple as that!
Omaremad could you pass your model so that a modeler creates high/low
poly versions of it? Thanks in advance.
SteelStyle is working on water waves and shaders in general.
Yesterday I've found how to use ambient occlusion/lightmaps and it's coming good
that means the scene can be set up and exported. I also wrote a material
system interface ie. I can set texture names/type in a script and edit
it without recompiling the application or re-exporting the model.
Today I worked on chunked LOD for terrain. The scene will be splitted in patches.
Each patch is composed by a mesh and its textures, plus nodes for models.
Frutsum culling will do a first pass I'll do another to handle LOD on each visible patch,
of course meshes having the same texture will be merged (per patch) in the
modelling program. I'll generate a heightmap with some algorithm (Diamond square
or Perlin noise) and import it into <your3Dapp> to transform it as a mesh and
add extra detail where needed as well as removing unwanted triangles. This allows
to create cliffs and caves which is impossible with heightmaps. Then add models to
the scene and export patches.
I guess the size of the patches and the number of triangle it holds will be
determined by trial and error.
Sparkart if your using blender you must scale the object in "edit mode" or it wont apply when you export the models.
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
Yes, I do that.... besides.... even if you scale the models in "object mode" all you would need to do is apply the scale modifiers.wildrj wrote:Sparkart if your using blender you must scale the object in "edit mode" or it wont apply when you export the models.
It's just that I would need to create my models much larger than I usually do to get a decently sized mesh (and I still need to scale up in Irrlicht).
Ok I'll post the model up when i get to the pc it on.
About the chunked LOD, i created streaming loader which can stream in textures and lower/higher poly models without pausing the rendering.
http://irrlicht.sourceforge.net/phpBB2/ ... c&start=15
I think it can do what you are planning (see the folder structure under the data folder)
If you are interested i can help you implement it in your project too.
About the chunked LOD, i created streaming loader which can stream in textures and lower/higher poly models without pausing the rendering.
http://irrlicht.sourceforge.net/phpBB2/ ... c&start=15
I think it can do what you are planning (see the folder structure under the data folder)
If you are interested i can help you implement it in your project too.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p