Screenshot of the Month September [Winner announced!]
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Screenshot of the Month September [Winner announced!]
Update: The winner is Mel with KaoS in HDR!
Nice work everyone, the new screenshot gallery is coming along nicely!
Escen - OverHeat
Kysen - ZoE Clone
m_krzywy - At the Water
Seven - IrrEditor
sio2 - Quake3 BSP SceneNode
Yoran - Realtime dynamic office
Mel - KaoS in HDR
wing64 - The Gully
FuzzYspo0n - ShadowRacer
devsh - God Rays
Nice work everyone, the new screenshot gallery is coming along nicely!
Escen - OverHeat
Kysen - ZoE Clone
m_krzywy - At the Water
Seven - IrrEditor
sio2 - Quake3 BSP SceneNode
Yoran - Realtime dynamic office
Mel - KaoS in HDR
wing64 - The Gully
FuzzYspo0n - ShadowRacer
devsh - God Rays
Last edited by hybrid on Tue Nov 17, 2009 12:59 pm, edited 3 times in total.
Project doesn't have a name (can call it ZoE clone) but it is based off my favorite mech game, Zone of the Enders 2nd Runner.
BulletPhysics
Bitplane's CBeamNode class
IrrEdit
Runs at 60fps(capped), still trying to fix some slowdown issues when multiple objects get hit. Enemy code and graphics need implementing.
BulletPhysics
Bitplane's CBeamNode class
IrrEdit
Runs at 60fps(capped), still trying to fix some slowdown issues when multiple objects get hit. Enemy code and graphics need implementing.
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my game editor. uses IrrPhysx, IrrKlang, angelscript. and lots of scenenodes from around the forum. thanks to all for these items.
Game core is scriptable, with objects housed in individual DLL files. Objects are fully physx loaded and interact with each other. Currently using state machines for character intelligence. Objects can be added at runtime with no recompiling of game core, so entire game worlds can be built inside the editor and distributed easily. The Editor interacts through the use of object properties.
The MFC app is used as the DM interface, while game players run fullscreen IrrLicht windowed apps. Everything is working well.
anyhow, my only visual to this competition. I enjoy working with IrrLicht and finally have a program that I enjoy using / playing.
http://www.imagefrog.net/out.php/i35178_IrrEditor.JPG
Game core is scriptable, with objects housed in individual DLL files. Objects are fully physx loaded and interact with each other. Currently using state machines for character intelligence. Objects can be added at runtime with no recompiling of game core, so entire game worlds can be built inside the editor and distributed easily. The Editor interacts through the use of object properties.
The MFC app is used as the DM interface, while game players run fullscreen IrrLicht windowed apps. Everything is working well.
anyhow, my only visual to this competition. I enjoy working with IrrLicht and finally have a program that I enjoy using / playing.
http://www.imagefrog.net/out.php/i35178_IrrEditor.JPG
This screenshot is of my pre-alpha work-in-progress Quake3 BSP SceneNode. I'm using unmodified Irrlicht from SVN.
The scenenode uses the visibility data from bsp levels, sorts by material, parses material scripts (parser is a separate class), and utilises the 32-bit meshbuffer support of the SVN source.
The map has 176,000 verts and 2300 bezier faces.
Quake3 Map credit: "Chartres" by QkennyQ.
The scenenode uses the visibility data from bsp levels, sorts by material, parses material scripts (parser is a separate class), and utilises the 32-bit meshbuffer support of the SVN source.
The map has 176,000 verts and 2300 bezier faces.
Quake3 Map credit: "Chartres" by QkennyQ.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781