Screenshot of the Month March 2011 [Winner announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Screenshot of the Month March 2011

Poll ended at Tue Apr 05, 2011 8:15 am

Devsh - screenshot9v
1
3%
Jorgerosa - 3dfactoryjorgerosa1
15
38%
Viejodani - Smash Nation
0
No votes
Murloc992 - Super Smash Bros. Clone net test
17
44%
Ent1ty - Teh deferred rendering on da Island
6
15%
 
Total votes: 39

ChaiRuiPeng
Posts: 363
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Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

Murloc992 wrote:
viejodani wrote:This is for the early stages of development. but after suffering with Panda3D and it's physics, I switched to Irrlicht.

This is a screen of a stage of our open source game Smash Nation, based on on Melee and Brawl

I'm not the owner of the project. I'm the lead developer.

Image

this is the main page

http://smashnation.net/
Damn my Super Smash Bros. Clone project with server->client, online physics and kirby with a trollface on it pales against that. :D

My first entry:

Super Smash Bros. Clone net test:
Image

Btw, the performance is around 500 fps normally, but that time I have ran 2 clients and a server simultaneously. :D
nice. what networking resources are you suing?
Murloc992
Posts: 272
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Location: Utena,Lithuania

Post by Murloc992 »

ChaiRuiPeng wrote: nice. what networking resources are you suing?
Thanks! :3

If you mean the library then it's irrNetLite and if you mean the bandwith, I don't actually really know, since it depends on movement intensity but it shouldn't be higher than a few kilobytes per sec on full motion. :roll:
viejodani
Posts: 32
Joined: Tue Nov 10, 2009 3:09 pm

Post by viejodani »

Murloc992 wrote:
Damn my Super Smash Bros. Clone project with server->client, online physics and kirby with a trollface on it pales against that. :D
you're more far away. I have to move all resources from Panda3D and I still am organizing the code to make it modular.

nice project, by the way. I will use SFML for audio and network code.

the new screen will be posted soon
-- Never lose your sense of wonder --
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Can i still submit? If so,

Name: Teh deferred rendering on da Island

Edit: i uploaded a second screen. There was irrEdit running on background in the first one, so the fps was kinda poor.

Image
Last edited by ent1ty on Fri Mar 18, 2011 7:47 pm, edited 1 time in total.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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serengeor
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Post by serengeor »

@entity: I can barely see whats there.(I mean I can't tell if its good or not).
Working on game: Marrbles (Currently stopped).
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Well, i guess you can appreciate the screen only if you know at least something about deferred rendering.
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!
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

ent1ty wrote:Well, i guess you can appreciate the screen only if you know at least something about deferred rendering.
It's just showing a high amount of dynamic lights, which is common in every deferred renderer

Although your screenshot has a nice mood to it, it could use a skydome and/or some background geometry

Also, a deferred renderer gives a lot of possibilities for post-processing, so why not show off those capabilities?
Last edited by Radikalizm on Fri Mar 18, 2011 9:18 pm, edited 1 time in total.
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

It's work in progress. Don't worry, both parallax mapping and post processing is planned :)
It's been in development since December 2010, and on hold for about two months. So like a month of real development :wink:
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!
serengeor
Posts: 1712
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Location: Lithuania

Post by serengeor »

Well, i guess you can appreciate the screen only if you know at least something about deferred rendering.
Well I don't think that something should win just because its using a "complex" technique, normal viewer would just see random lights in the scene.
You should instead create some sort of level that could use it to make it more appealing.
Not trying to flame you, just my opinion.
Working on game: Marrbles (Currently stopped).
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

Just a random thought regarding the rules; would an animated gif count as one or many images..?
Actually, is there any reason not to allow short sequences in the monthly competition, except for it being named a screenshot competition?
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

serengeor wrote:
Well, i guess you can appreciate the screen only if you know at least something about deferred rendering.
Well I don't think that something should win just because its using a "complex" technique, normal viewer would just see random lights in the scene.
You should instead create some sort of level that could use it to make it more appealing.
Not trying to flame you, just my opinion.
Well the problem is, i'm not an artist, so i can't create some nice level. And since this is a coder's forum, i though implementing a nice technique would be good enough.
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!
hybrid
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Contact:

Post by hybrid »

No, for this contest please only screenshots, and only one shot per project and month! For video contests we could ask strong99 to set up some quarter-yearly short video contest maybe?!
serengeor
Posts: 1712
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Location: Lithuania

Post by serengeor »

ent1ty wrote:
serengeor wrote:
Well, i guess you can appreciate the screen only if you know at least something about deferred rendering.
Well I don't think that something should win just because its using a "complex" technique, normal viewer would just see random lights in the scene.
You should instead create some sort of level that could use it to make it more appealing.
Not trying to flame you, just my opinion.
Well the problem is, i'm not an artist, so i can't create some nice level. And since this is a coder's forum, i though implementing a nice technique would be good enough.
I understand that as I'm not a good artist myself, but this competition should be about nice scenes instead of just random things, you could have just used some freely available models/scenes and used your deferred renderer there, that would make it a lot better for this competition :wink:
Working on game: Marrbles (Currently stopped).
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Post by hendu »

As someone who doesn't know much of the deferred pipeline, all I see in entity's pic is the lack of anti-aliasing. ;)
Radikalizm
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Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

hendu wrote:As someone who doesn't know much of the deferred pipeline, all I see in entity's pic is the lack of anti-aliasing. ;)
Hardware AA is impossible in deferred pipelines, so a not so elegant solution like Quincunx AA is needed

Also, the lack of AA in that shot is barely noticeable to me
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