Here is my addition for this month. I admit it is not a really complex scene at all, it doesn't have fancy shaders, or millions of polygons etc... in fact, everything shown is done with the engine itself, just the engine. And that's the greatest value of this screen.
The engine, as it is, it is really awesome, if you take good care of it, that is
ZoomBlur
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
I am not very sure, it says 141 FPS, so i guess it is not very bad. I admit it may make some redundant redraw (to adjust the rendering) and that the RTT's have the same resolution of the screen, so i guess it is a bit raster dependant effect. The good side is that whatever you put on an RTT can be postprocessed like that, no matter what.
If instead of redrawing to darken, the render could be done by default with a color, like some drawing routines, It'd save some raster time, but this effect was a challenge to create a postprocessing routine without any shaders, and i think i have made it.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
stefbuet wrote:But why don't you want to use shaders ?
iPhone support, for instance? Well, i guess iPhone has shader support, i was just curious if i could get it, and as an example for those who don't know much about postproduction.
@PI:
I didn't want to make an eficient effect, i wanted to test that i could make it at all, Besides, the second image sure uses shaders, so, i would do a postpro for them that used shaders too
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
I was learning GLSL so I made a small demo and I thought it would be quite exciting if I posted it here, too. The Hallway is using XEffects for shadows and my own shaders for post processing - DOF, color washing, contrast etc.
I wouldn't be so sure, terier's hallway looks amazing. The screenshot competitions are getting harder and harder to choose which one is the best. (Which is awesome btw)
After the irrlicht competition end 2008 which I realy enjoyed (We need to start some more of those) I worked on a game regarding the same subject as my entry. As a tech demo we currently are remaking the The Island, with a larger and smoother gameplay The Islands balance is beside the riding trains also changing through events and improving population on the island itself, adding and expanding buildings on it.
The submited game for irrlicht and its remake are made in Irrlicht The game "Skyworld: The Island" is made with XNA, but its being ported to Irrlicht for game version 2.0.