Screenshot of the Month June 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 June

Poll ended at Fri Jul 08, 2011 6:07 pm

jorgerosa - Night Truck
3
5%
ent1ty - A Dark Sphere Surrounds Us
3
5%
andres - IrrRPG Builder. svn May/11
11
19%
Mel - trainstation
17
29%
Xaryl - The Sleepless - TDGame
6
10%
stefbuet - editor
6
10%
borges - SP123
12
21%
 
Total votes: 58

Strong99
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Posts: 687
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Location: Netherlands
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Screenshot of the Month June 2011 [Winner announced!]

Post by Strong99 »

And this months winner is Mel with its screenshot "Trainstation". Congratulations!

And a 'thank you' for everyone who revoted!

[OLD]
Vote now for the best screenshot of June 2011!
The poll will be active until July the 8th

Some pictures are not shown in their fullsize. Too view them fullsize please visit: To the gallery

jorgerosa - Night Truck
Image

ent1ty - A Dark Sphere Surrounds Us
Image

andres - IrrRPG Builder. svn May/11
Image

Mel - trainstation
Image

Xaryl - The Sleepless - TDGame
Image

Stefbuet - editor
Image

borges - SP123
Image
Topic for the June screenshot entries!

Please submit here for the best screenshot for June 2011. You can submit until the 20th of June. Voting should start soon after that date.

Rules
- Only irrlicht renders allowed,
- Give images a good name,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- And some information about the project/scene,

Notes
- Please show a good quality image with a descent image size.
Last edited by Strong99 on Thu Jun 23, 2011 6:12 pm, edited 6 times in total.
jorgerosa
Competition winner
Posts: 117
Joined: Wed Jun 30, 2010 8:44 am
Location: Portugal
Contact:

Post by jorgerosa »

Image
"Night Truck" - A truck drive game, under development. This could take long time, since the devs are always drunk.
As soon as i figure who they are, I´ll write their names here...
Last edited by jorgerosa on Thu May 26, 2011 2:37 am, edited 9 times in total.
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Post by Virror »

Nice picture, but please include a name and a short description of the picture. Needed according to the rules and also make is alot more interesting : )
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

A Dark Sphere Surrounds Us


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!
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Post by Virror »

LOL : D
lazerblade
Posts: 194
Joined: Thu Mar 18, 2010 3:31 am
Contact:

Post by lazerblade »

I'm voting for entity! Where can I get this game? :lol:
LazerBlade

When your mind is racing, make sure it's not racing in a circle.

3d game engine: http://sites.google.com/site/lazerbladegames/home/ray3d
lazerBlade blog: http://lazerbladegames.blogspot.com/
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

You stole my idea!!!! My game looks exactly like that!!!!!!!! ( :lol: )
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
nathanf534
Posts: 199
Joined: Tue Dec 09, 2008 2:55 am

Post by nathanf534 »

hey ent1ty, how many FPS does that get? :P
while(signatureEmpty){cout<<wittyComment();}
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

nathanf534 wrote:hey ent1ty, how many FPS does that get? :P
Well, it's quite fast, usually more than 100 fps, but some optimizations are still needed. ;)

Mel: I'm so sorry :P

lazerblade: Not released yet, when i get some time, i will surely get it all together and release it :)
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!
kazymjir
Posts: 727
Joined: Sat Feb 20, 2010 4:05 pm
Location: Munich, Bayern

Post by kazymjir »

Jorgerosa,
Screenshot looks very nice. I'll try it when you release the game :)


ent1ty,
Really great work. I am voting for you.
andres
Competition winner
Posts: 78
Joined: Tue Jul 08, 2008 5:18 pm
Location: Guarapuava/Brazil
Contact:

Post by andres »

IrrRPG Builder. svn May/11

Image
Prof. Andres Jessé Porfirio
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net

Image
XXChester
Posts: 95
Joined: Thu Oct 04, 2007 5:41 pm
Location: Ontario, Canada

Post by XXChester »

ent1ty wrote:A Dark Sphere Surrounds Us


Image
Am I missing something? All I see if black, even if I highlight the picture it is still just black....or is that the point?
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

And what would you like to see, if a dark sphere surrounds you? :P

It's all about the atmosphere, people :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!
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

@andres: That's pretty damn awesome

@ent1ty:

Elegantly stolen from the Funny programming pictures & jokes thread, it seemed kind of relevant:
How not to render 3D graphics: 40 ways to get a blank black screen
I've learned most of these the hard way:
The monitor is in power-saving mode
Your video card has two outputs, and the monitor is plugged into the wrong one.
The screensaver kicked in while you were talking to your boss, but your program has grabbed input focus.
You've forgotten to flip the display buffers. You're drawing everything OK, but not displaying it.
There's a bug in your memory management. You're rendering to a different area of video RAM than the one the monitor is reading from.
Your scene is too complex; either the CPU or CPU crashed before the first frame finished rendering.
The "near" clip plane is further away than the "far" clip plane
You're rejecting the wrong side of each line as you walk your BSP tree; your universe is hiding just beyond the corner of your eye.
You forgot to set up the bounding-boxes for your objects, and all of them are being rejected as too small
You have a bug in your matrix library. The entire universe has collapsed to (0,0,0).
You have a bug in your quaternion library. All of your rotated objects are collapsing to points.
You have a bug in your back-face culling. Every face is being culled.
Your camera is too narrow angle; the universe has collapsed to a single point directly ahead of you
Your camera's so wide-angle... (insert mother joke)
You've confused the origins of screen space and of the frame buffer, and all of the scene is being rendered off the side of the framebuffer (and culled per-fragment)
You're using index-colour, and you forgot to set up a palette: all colours are black.
Your scale is wildly wrong: the scene is vastly larger than you expect. You are viewing a single texel on a single triangle in the scene.
Your scale is wildly wrong: the scene is vastly smaller than you expect. The entire world has collapsed to a tiny point in the centre of the screen.
The camera is outside the scene and pointing the wrong way. Did you try looking behind you? Above you? etc
You forgot to add any lights to the scene. Darkness remains over the surface of the deep.
You forgot to set the textures. All of the scene is being rendered with a blank texture.
You forgot to set any UV coordinates. The entire scene is being rendered with the colour at (0,0) in their textures.
You're doing integer multiplication of fractions and everything is coming out as zero.
You've forgotten to offset the objects in the scene in world space and relative to the camera. You are viewing all of the visible objects in the scene from inside, and back-face culling ensures that nothing is visible. (Insert bad pun about "Lost In Translation")
You've forgotten to pop matrices from the transformation stack, and you overflowed the stack after a few frames. (You should check error codes at least once per frame)
Your collision algorithms aren't good enough. The object representing the camera has fallen through the floor and is hurtling at great speed downwards into nothingness whilst the world disappears high above.
Your geometry shader has a bug, and all geometry in the scene is appearing behind the camera
Your fragment shader failed to compile, and everything is coming out as black.
You forgot to clear the z-buffer, and all of your fragments are being rejected.
Your scene is foggier than a lazy TV remake of Sherlock Holmes.
You forgot to set up alpha values, and the entire world is fully-transparent.
You're standing in front of a black wall.
The game logic has decided that we're fading out the screen, in preparation for the next level.
You set up all of your data correctly, but a stray pointer is trashing one/all of the above.
The in-game menus have appeared, overlaid in front of your scene. Unfortunately, due to poor state management, they're far too big, and a single corner of one letter "A" is obscuring the entire screen with black.
Your radiosity renderer doesn't have enough photons.
Your volume shader is too opaque.
Your bidirectional reflectance distribution functions aren't reflective enough
Time is running at a different rate than it should be, and your simulation code has either destroyed all of the objects in the scene, or none have been created yet.
There's a FIXME in your code that really needs fixing...
lazerblade
Posts: 194
Joined: Thu Mar 18, 2010 3:31 am
Contact:

Post by lazerblade »

I thought he got it from an episode of "show about games show." They were making fun of horror games by faking a trailer for a game called "dark."
LazerBlade

When your mind is racing, make sure it's not racing in a circle.

3d game engine: http://sites.google.com/site/lazerbladegames/home/ray3d
lazerBlade blog: http://lazerbladegames.blogspot.com/
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