Post Your Irrlicht Screenshots / Render Here.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
@Cloudef: that's nice. I would like to integrate AngelScript into my framework as well, do you provide the sourcecode of your project? Would be useful as a starting point and example.
Dustbin::Games on the web: https://www.dustbin-online.de/
Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames
Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames
Yes, I will post the source and the editor when it's ready =)
As for AngelScript you could look into the Sirrf SVN and check how they intergrated the AngelScript
http://sourceforge.net/projects/sirrf/develop
Angelscript also comes with std::string add-on, but if you want to use Irrlicht's stringc template instead, I have binding here http://flare.xenmedia.org/uploads/scriptstringc.tar.gz
As for AngelScript you could look into the Sirrf SVN and check how they intergrated the AngelScript
http://sourceforge.net/projects/sirrf/develop
Angelscript also comes with std::string add-on, but if you want to use Irrlicht's stringc template instead, I have binding here http://flare.xenmedia.org/uploads/scriptstringc.tar.gz
A little stress test with my tree system
The trees in the distance are billboards and for some reason they get different color... dunno why.
The trees in the distance are billboards and for some reason they get different color... dunno why.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Sometimes I just wonder what can one do without proper understanding of what is he doing
I'm not saying it is beautiful, but if this is what I can get with simple GLSL mix function, well... that rocks
I'm not saying it is beautiful, but if this is what I can get with simple GLSL mix function, well... that rocks
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Some filtered 2D drawing... the BG is not realtime... for the moment...
The text is really not very visible. In the rendered to RTT approach it is more clear. At 800x600 the mip mapping doesn't kill the rendered text
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
-
- Posts: 73
- Joined: Sat Jun 27, 2009 6:52 am
This project is currently called: Command and Conquer Deck Fight
It's developing for almost a year now, it's going slowly last months since I can't find enough free time. Since I am not graphical designer I can only show template graphic that I am currently using. Of course I am not here to earn screen shoot of the month just to show that there is some one who make game of that type with Irrlicht. Oh and don't graphic fool you, there are more than 6000 lines of code beneath it. Congratulations all others that are posted before me, screen shoots looks amazing. And yes I have EA permission to use their graphic as long game stays free.
It's developing for almost a year now, it's going slowly last months since I can't find enough free time. Since I am not graphical designer I can only show template graphic that I am currently using. Of course I am not here to earn screen shoot of the month just to show that there is some one who make game of that type with Irrlicht. Oh and don't graphic fool you, there are more than 6000 lines of code beneath it. Congratulations all others that are posted before me, screen shoots looks amazing. And yes I have EA permission to use their graphic as long game stays free.
Knowledge is power, understanding is wisdom.
Just finished some post-processing stuff in my engine, here you see "ARES Glass", it blurs what is underneath the GUI later based on the GUI's alpha channel. Right now the alpha is getting messed up for the GUI, so I'll have to fix it later. (I belive it is the same as the issue I explained here)
-
- Posts: 199
- Joined: Tue Dec 09, 2008 2:55 am