irrDesertDemo

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Grz-
Posts: 62
Joined: Wed Dec 26, 2007 1:06 pm

irrDesertDemo

Post by Grz- »

Hello,

here is a little demo i did to show some of the cool stuff that irrlicht can do (with extensions) for a friend, i think some people might be interested, it is setup in a desert and you can move/fire/reload, the sun/clouds are animated but there is no day/night cycle.

Anyway here is a list of stuff that its featured in this demo:

- Clouds using CCloudSceneNode
- Grass using CGrassPatchSceneNode
- Shaders effects (bloom+aa) using CEffectPostProc
- Lens flare using CLensFlareSceneNode
- Irrlicht terrain with high quality texture/detailmap (not detailmap3.jpg!)
- Gun + fire etc from irrlicht examples
- Animated clouds/sun, the terrain "lightning" change in a nice way after some time.
- Walk SFX + 3D winds SFX + music using irrKlang

Controls: 'R' to reload

There is also another demo that was firtly made and which is using a different scene setup (with some objects like scorpion, knife with a reflection materials etc) also there is less thing in this one.

It run at 90fps on my 9500gt, there is a "config.xml" file with some parameters to tweaks for people if that lag.

First demo screenshot:
Image

Download (bin Windows + src)

Second one:
Image

Download (bin Windows)
Download (src)

I'm quite satisfied by this demo actually, lots of fun, i passed lots of time to tweak parameters too so that it look nice, lastly i wanted to make a little game out of it but finally since i'm not an artists i don't think i'm capable of it :) also i wanted to show more features like parralax mapping on the gun/knife models and shadows but i had some bugs that i couldn't fix... like the terrain getting weird with shadows on the second one or parralax mapping didn't work like i said in the beginners section...

Hope you enjoy it anyway. :)
Brkopac
Posts: 88
Joined: Fri Sep 19, 2008 2:36 am

Post by Brkopac »

I came in hoping to find cookies, ice cream and cakes ;). Looks really solid, what is the purple line in the second screen shot along the right, that ends towards the beetle.

Brkopac
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Stratosphere
Posts: 20
Joined: Wed Sep 09, 2009 11:54 pm

Post by Stratosphere »

This looks cool, i can make (static) models for you.
Grz-
Posts: 62
Joined: Wed Dec 26, 2007 1:06 pm

Post by Grz- »

I came in hoping to find cookies, ice cream and cakes . Looks really solid, what is the purple line in the second screen shot along the right, that ends towards the beetle.
Some kind of magic knife/sword with a little too crap texture. :D
Murloc992
Posts: 272
Joined: Mon Apr 13, 2009 2:45 pm
Location: Utena,Lithuania

Post by Murloc992 »

That definitely looks cool, but won't work.

Gives me a FBO error at console. :|

P.S. Bad feeling says that you gave us not release but debug .exes. Look at the size :D
Grz-
Posts: 62
Joined: Wed Dec 26, 2007 1:06 pm

Post by Grz- »

Nop, its compiled in release, maybe i compiled it in static tho that would explain the exe size.

Quite strange for the error try disabling all stuff in config.xml, set all to 0 in "detail" section.
This looks cool, i can make (static) models for you.
That could be helpfull. :)

PS: Theses FBO are really strange, something tell me it have something to do with one of the extension... so try to disable it in the xml
Last edited by Grz- on Sun Oct 25, 2009 9:42 pm, edited 2 times in total.
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post by Adler1337 »

Cool looking project, too bad it doesn't work for me. This is what it says in the console:
FBO format unsupported
FBO error
FBO incomplete
pure virtual method called
multum in parvo
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post by Adler1337 »

I set everything to zero and it works fine now.
multum in parvo
hybrid
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Post by hybrid »

FBO format unsupported and virtual method call sounds like there's a library/header mismatch.
Nice demo, though, might only need some better models
Stratosphere
Posts: 20
Joined: Wed Sep 09, 2009 11:54 pm

Post by Stratosphere »

Okay I'll make you some random cacti and dead trees, that should spruce the land scape up a bit.

I'll supply the models, you'll have to place them and make it look good in the level.that means don't place too many of them or it will look like a forest...

edit: Dang it, I'm not gonna be able to do it because my normal mapper tool is not working :( if it was you would have gotten some decent models... sorry.
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

The demo looks nice.

I noticed that if the sun flares overlapped the clouds, they would both flicker.
Revan1985
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Location: Italy

Post by Revan1985 »

nice lens effect :D
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