irrPlanet

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zillion42
Posts: 324
Joined: Wed Aug 29, 2007 12:32 am
Location: Hamburg, Germany

irrPlanet

Post by zillion42 »

Hey,

http://www.youtube.com/watch?v=8iMpKDBTQqE
Youtube made me change the soundtrack for Germany

So, if you live in Germany, this is the GEMA free version
German Law sucks
http://www.youtube.com/watch?v=-I6Yo8KG2BQ

I really wasn't sure if I should post here, or back in the Spherical Terrain Thread under code snippets, but then again I thought if I hadn't been working on it but someone else (which would have been nice), I'd be very happy to find it, and the chances are bigger under Project anouncements, besides if anyone feels to optimize it more we would all gain a lot.
Slaine wrote:Download this
http://www.freebasic.net/forum/viewtopic.php?t=3584

It's a FreeBasic Irrlicht wrapper, in the source someone has extended the STerrainSceneNode to STerrainSphereNode, just copy and paste into your project, that should sort your problem out :)
So, basically I didnt do much, the credit should go to whoever made the CTerrainSphereNode in the IrrlichtWrapper for FreeBasic source...
The only thing I did is extending it to use dynamic Meshbuffers and 32 bit Indices to overcome the 65536 Vertices limit and allow 6 x1024*1024 Heightmaps.
You have to be very patient with it, as you can Imagine the 6 terrains are huge and the rendering (except for the CLOD), is far from optimized. On top of that I use 6x2048*2048 px colormaps.

I have 2GB ram here and a 512MB nvidia 8600, I guess, that would be a lower limit, but I dont know, because I havent tried.

It's still a far way to go to get a real chunked spherical ROAM, but a good start.

Free for everyone to download, utilize and improve upon....

http://www.tobi.houfek.de/cubeSphere.zip
Last edited by zillion42 on Fri Feb 18, 2011 4:21 am, edited 3 times in total.
netpipe
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Post by netpipe »

amazing thanks alot
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
greenya
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Post by greenya »

Wow! Looks very good.
Mel
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Post by Mel »

Really nice. Why so much planet renderers lately?...
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

That looks fantastic! Also like the song. Would be a nice base to do a viz of the solar system (provided there's geodata from all planets). Oh and Pluto, you'll always be a planet for me! ;)
beer->setMotivationCallback(this);
Escen
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Post by Escen »

Thanks for sharing, been busy on the same subject but never had time to finish, really appreciate your post.
zillion42
Posts: 324
Joined: Wed Aug 29, 2007 12:32 am
Location: Hamburg, Germany

Post by zillion42 »

Makes me happy you all like it !

I added Mars, with textures, same download link. Also I checked my task manager. Mine goes all the way up to 1.98 GB RAM and then slowly decreases the usage again, however, just make sure you have at least 1.1 GB Free, when launching, and be PATIENT, once loaded I get around 25 fps.

Currently I'm reading myself into BinTriTrees, before I attempt anything Quadtree like. Dynamically loading binary triangle trees and colormap tiles from filesystem seems to be a lot wiser.

Hopefully I'll be able to make smth work.

Enjoy !
lymantok
Posts: 67
Joined: Mon Dec 31, 2007 6:13 am

Post by lymantok »

Hey Zillion, that is amazing! Thanks for sharing!
Granyte
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Post by Granyte »

that thing is great i'm just wondering is there a reason why the software runs only in openGL cause when i switched the source code to d3d9 nothing apear in the window
christianclavet
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Post by christianclavet »

I checked the source, it use a shader. If you can figure a way to convert the shader. That should work.

Very nice work!
andy-held
Posts: 1
Joined: Thu Dec 15, 2011 4:54 pm

Re: irrPlanet

Post by andy-held »

Is there a reason why ITerrainSphereNode does not implement ITerrainSceneNode?
Seems pretty similar, any functions that would return unexpected results?
Would be cool, because it would enable using ISceneManager::createTerrainTriangleSeletor with this terrain.
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