irrDemo

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ent1ty
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irrDemo

Post by ent1ty »

Right, so as i promised, i am working on some sort of irrlicht high-tech demo. In this thread i intend to keep you all posted.
The work on this started on 8.12.2010

Newest screenshot
Image


What is already implemented?
  • Terrain texture splatting
    Cheap water

What is to be implemented?(high priority)
  • Deferred rendering
    Normal mapping
    Water diffraction
What might get implement?(low priority)
  • Parallax mapping
    Post processing
    Global illumination from skybox
How will the demo scene look like?
Lots of irrlichts flying around at midnight in an everglade. Dead trees, grass etc. If a nice mascot gets done, i could put it in if the author agrees.


In order to achieve all this, i am writing a shader-based renderer which will be released under irrlicht license when the demo gets done.


If you have some nice textures you want to share, i will be very glad to put them in, the ones i have now are... well, not very nice.
Last edited by ent1ty on Thu Dec 09, 2010 6:01 pm, edited 1 time in total.
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!
Virion
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Post by Virion »

i do agree that we need more kickass demo to showcase irrlicht's capability. this is a good start. :)
fmx

Post by fmx »

Cool, good luck with it :)
devsh
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Post by devsh »

mmm.mmm. uhm uhm GI....
Mel
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Post by Mel »

Looks nice!... may i contribute with textures? These are done by me, so they can be used freely.

http://www.mediafire.com/?utov8puh4ys7hgg
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
ent1ty
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Post by ent1ty »

Wow, those are awesome! Thanks! :)
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!
devsh
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Post by devsh »

I had a really good grass texture laying around.. but I need to check the licence
d3jake
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Post by d3jake »

Agreed. We need a way to showcase all of the neat features implemented by the main developers, and those within the community. Plus, it would provide a central application so newer folk can say "Oh hey! That neat thing that I saw... It was in that demo, what is it?"
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
ent1ty
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Post by ent1ty »

Just thought i would update you on the situation:

I was stuck for about two months, because of a bit stupid glsl more-or-less syntax error(who would have thought that the law of commutativity doesn't apply in glsl). Anyway devsh finally pointed out that there is a difference between (gl_NormalMatrix * gl_Normal) and (gl_Normal * gl_NormalMatrix) a couple of days ago, thanks for that.
I talked to sudi about how should the whole irrRenderer(that's the official name of the rendering addon-library for irrlicht) thing look like, and we reached some conclusions:

Code: Select all

- Absolutely customizable pipeline
  - You can specify your own GBuffer, light, post-process shader etc.
  - You can have custom amount of MRTs, up to four off course
  - You can either let the irrRenderer render the final image onto the 
    screen or obtain it in a texture, so you can do what you want with it
If you can think of something else, just let me know here in the topic.

The deferred rendering is finished for about 60% - i guess :)
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!
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Edit: oh noes... bad screen(i think)
this should be the good one

Image
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!
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