Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
3DModelerMan
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Post by 3DModelerMan »

How do you map the half spheres onto the objects? I really want to implement that in my game too.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Lonesome Ducky
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Post by Lonesome Ducky »

stefbuet
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Post by stefbuet »

Yep paraboloid mapping is cool because it needs only 2 renders to contain the whole scene, whereas cubemap needs 6 renders which is too much for realtime. Moreover the quality is superior than sphere mapping.
I've used Lonesome ducky last post article, and a gamedev one which is more complete :
http://www.gamedev.net/columns/hardcore ... efault.asp
The bad thing is that the scene have to be tesellated in order to have good results.
BlindSide
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Post by BlindSide »

Nice job stefbuet, good luck applying it to shadow mapping also.
ShadowMapping for Irrlicht!: Get it here
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wing64
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Post by wing64 »

Spark in Sandbox - ARSA Framework.
Full supported feature of lastest Spark and hope next version of Spark have a line tail in irrlicht driver.
Image
stefbuet
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Post by stefbuet »

...to the infinity and beyond!! 8)
Looks really nice.
Virion
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Post by Virion »

BEAUTIFUL!!
Adler1337
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Post by Adler1337 »

wing64 awesome pic. What program is that? I tried searching for it but didn't find anything. Is it something you made?
multum in parvo
wing64
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Post by wing64 »

Thanks for all reply.
@Adler1337: Yes, ARSA framework is internal tools in our company.
Mel
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Post by Mel »

Image

Yet another Level editor! ^^U It is in a very early stage. It is almost in the bare bones, it shows the editor grid, and that's all. The grid is drawn always near the camera, not in a fixed point in the space. It is always near when you need it, but always in the height of Y=0, and only 100 units long. The colored axes mean the X(red) Y(green) and Z(blue)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
stefbuet
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Post by stefbuet »

May I post this to the screen shot contest instead of my basic motion blur that I just sended ? :D
Playing with my test app : deferred lighting with bloom, motion blur and a transparent cube just in front of the camera, camera speed made everything :p
This wasn't attended but I find this image pretty awesome!
Image
Mel
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Post by Mel »

The editor keeps going on. Although the shaders are complex, the speed keeps around 60 fps.

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Murloc992
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Post by Murloc992 »

stefbuet wrote:May I post this to the screen shot contest instead of my basic motion blur that I just sended ? :D
Playing with my test app : deferred lighting with bloom, motion blur and a transparent cube just in front of the camera, camera speed made everything :p
This wasn't attended but I find this image pretty awesome!
Image
Smooth sphere edges, make it 2048x1152 widescreen and it will be my wallpaper. :shock:
Virion
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Post by Virion »

Mel wrote:The editor keeps going on. Although the shaders are complex, the speed keeps around 60 fps.

Image
reminds me of Unreal Engine :D
Mel
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Post by Mel »

I admit it is 100% intentional :) but the default material of Unreal Engine 3 is well chosen, it is simple and shows difuse, specular and normals
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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