Post Your Irrlicht Screenshots / Render Here.
Yes all right you win
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!
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!
I think it looks pretty good now, only thing I notice is that the trees are 2 planes. Are you making an android/iphone game?andrei25ni wrote:Hey guys thanks for the feedback
I do have a blue fog applied, but wasn't that noticeable in that screen.
http://supremacy.sourceforge.net/images ... pic_60.jpg
The game doesn't have any kind of shadows or post effects, when I'll add those it will look more immersive.
-
- Posts: 199
- Joined: Tue Dec 09, 2008 2:55 am
I don't like how it is organized. You can't see the philosophy of the engine, and the examples won't help the newcomers much. They are too obscured, it feels like the programmers want to hide Newton's simplicity. It is an engine which is missing many important features, like cloth or soft bodies, and that makes it to be seen as a second class engine. But it does its work, and if you aren't asking for more than continuous collision detection, is enough.
If instead of hiding everything behind a layer of complexity, the engine was shown as it is, probably it would be more extended, because it is fairly easy to use.
If instead of hiding everything behind a layer of complexity, the engine was shown as it is, probably it would be more extended, because it is fairly easy to use.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
-
- Posts: 199
- Joined: Tue Dec 09, 2008 2:55 am
Well that's great, thanks for letting me know
Radikalizm: In your face!
Radikalizm: In your face!
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!
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!
-
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
I guess you're right, I never knew thatdevsh wrote:@entity... he doesnt win... pow(x,0.0) on a GPU yields 0.0
That's pretty illogical right there, I can imagine that resulting in some serious headaches
The only documentation I can find for this is on the opengl site which claims pow(x, 0) and pow(0, 0) result in undefined behavior, so I still wouldn't use it
The HLSL documentation completely ignores this 'feature'
a screenie of my embarassingly n00by and new world editor for my engine (which I have coded in 3 days)
An Interesting feature is a fully functional (scrolling (unlike most things in irrlicht)) texture cache browser, the annoying thing is, my inferred lighting GBuffers can be selected (maybe a good thing??, since you could code a simple post process quad in the editor or a water scene node etc?)
An Interesting feature is a fully functional (scrolling (unlike most things in irrlicht)) texture cache browser, the annoying thing is, my inferred lighting GBuffers can be selected (maybe a good thing??, since you could code a simple post process quad in the editor or a water scene node etc?)
-
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
I couldn't sleep so I started digging through all my old projects scattered around my laptop
I stumbled upon an 'ancient' framework I did based on a modified irrlicht engine (not sure which irrlicht version, should look that up) which basically is the ancestor of my current irrlicht prototyping framework
This thing still used havok for physics
This is a vortex simulation done in havok, I could spawn massive amounts of random meshes with actually pretty awesome performance
The codebase itself was a huge mess though, I don't think any code from this thing actually survived in the latest framework
EDIT:
Fun fact: I always gave the random meshes a rather large mass which resulted in some serious ass-kicking if you went too close to the vortex
This demo literally beat the sh*t out of you
I stumbled upon an 'ancient' framework I did based on a modified irrlicht engine (not sure which irrlicht version, should look that up) which basically is the ancestor of my current irrlicht prototyping framework
This thing still used havok for physics
This is a vortex simulation done in havok, I could spawn massive amounts of random meshes with actually pretty awesome performance
The codebase itself was a huge mess though, I don't think any code from this thing actually survived in the latest framework
EDIT:
Fun fact: I always gave the random meshes a rather large mass which resulted in some serious ass-kicking if you went too close to the vortex
This demo literally beat the sh*t out of you
-
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
It processes lights in batches of 4 per pass, hence allowing infinite lights without the overhead of a pass per light.
Here is an example scene which runs well, shadow mapping included this time
I will release this light manger (I might call it NOOBLITE) so people can get nice scenes easily.
Here is an example scene which runs well, shadow mapping included this time
I will release this light manger (I might call it NOOBLITE) so people can get nice scenes easily.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Soft particles yayy!
[Black borders to view only 'soft' transparency but particles are taking into account its alpha channel]
The attenuation function is not linear, paper here --> NVidia paper
[/url]
[Black borders to view only 'soft' transparency but particles are taking into account its alpha channel]
The attenuation function is not linear, paper here --> NVidia paper
[/url]
CuteAlien wrote:coders are well-known creatures of the night