Post your Irrlicht gameplay video here

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Radikalizm
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Post by Radikalizm »

greenya wrote:Small demo for my article (in russian) about LOD technique:
http://www.youtube.com/watch?v=gobgy9_AM98
Very interesting, is this completely dynamic on-the-fly LOD or is it pre-calculated?
Also, how does it look on non-spherical meshes? I've been doing research on a good LOD system for quite some time now, haven't implemented anything yet though, so it's always nice to hear how other people handled it
greenya
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Post by greenya »

Radikalizm wrote:
greenya wrote:Small demo for my article (in russian) about LOD technique:
http://www.youtube.com/watch?v=gobgy9_AM98
Very interesting, is this completely dynamic on-the-fly LOD or is it pre-calculated?
Also, how does it look on non-spherical meshes?
LOD meshes are static, i only calculate which one to show. There are 5000 planets in the scene with 7 levels. At level 0 its 20000 triangles, at level 6 - its 18 triangles. Updating is done with different time intervals (for distant objects updating less frequent). Also added visibility checking, by grouping all 5000 object into 216 sectors (it is 6^3). I get about 100 fps with release build with my c# wrapper.

p.s.: indeed, this is an example for Irrlicht Lime. For now only in svn trunk.
Mel
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Post by Mel »

Congrats! It looks great, and very impressive. How do you decide which detail level show?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
greenya
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Post by greenya »

Mel wrote:Congrats! It looks great, and very impressive. How do you decide which detail level show?
Thanks!
I use simple array with distances, in the code it defined next way:

Code: Select all

readonly float[] lodDistance = new float[] {
		150, // LOD 0: 0 ... 150
		300, // LOD 1: 150 ... 300
		600, // LOD 2: 300 ... 600
		1200, // LOD 3: 600 ... 1200
		2500, // LOD 4: 1200 ... 2500
		6000, // LOD 5: 2500 ... 6000
		-1 // LOD 6: 6000+; value "-1" doesn't play any role,
		// because anything that is further than 6000 will stay at the last available LOD, which is 6
	};
I calc LOD for every single planet, BUT i do so with different frequences. I get about 17 fps when do it for all planets each frame, and i get 55+ fps if i calc LOD using different time intervals, i use next array:

Code: Select all

readonly uint[] updateIntervals = new uint[] {
		10,
		20,
		40,
		80,
		120,
		200,
		1500 };
This is one of the tricks i did to get good fps.

p.s.: source code (c#) and release build can be downloaded from http://www.irrlicht.ru/articles/2011/06 ... plelod.zip
p.s.s.: windows && dx9 && .net 4.0 && visual c++ 2010 redistr == must be installed to run exe.
Mel
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Post by Mel »

Torque used an approach which i think would be better, and it is to base the detail on the size on screen of the rendered object. If it is over a certain size in pixels, switch to a larger detail.

That served for 2 purposes, first, if the object was close enough, would be bigger and it would have more detail, or else if the object was big enough, it would also gain detail, and inversely, if the screen resolution had to be reduced (because of bad performance, for instance) the rendered objects would also have less detail by default, because they occupied less pixels.

That can be achieved using the object's aabb transformed into view space, and making the measures there. But the distance approach is always valid :) Great job.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
omaremad
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Post by omaremad »

Impressive tech and performance greenya :D
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
Brainsaw
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Re: Post your Irrlicht gameplay video here

Post by Brainsaw »

I just uploaded a video of the IrrOdeCar demo (included in my IrrOde wrapper) that shows the autopilot I have added during the last weeks. All flying vehicles (i.e. planes and helicopters) do now have an autopilot that flies them all over the map. There are a couple of checkpoints on the map that they try to reach. The next checkpoint is picked by random. The airplanes are quite boring, they fly high enough to make sure they don't collide with the scene, but the helicopters use a lower altitude so they have to avoid flying into a hill. For me it is some fun to just start all airplanes and helicopters, sit back and watch ;).

Here's the link to the video: http://www.youtube.com/watch?v=Y5zzQlG0L3Y
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HerrAlmanack
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Re: Post your Irrlicht gameplay video here

Post by HerrAlmanack »

ah yes i love watching AI. even if it is simple. i remember my first major AI. it was for shrimps in an ocean simulattion. i wasted a few hours just playing around with them and watching them swim around.
Escen
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Re: Post your Irrlicht gameplay video here

Post by Escen »

some people asked to see my game in motion, so here it is:

http://www.youtube.com/watch?v=BKT8ThZp5NY
ent1ty
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Re: Post your Irrlicht gameplay video here

Post by ent1ty »

Looks like slow motion to me... was that the desired effect?
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Escen
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Re: Post your Irrlicht gameplay video here

Post by Escen »

Looks like slow motion to me... was that the desired effect?
Not really, recording gives me a serious FPS drop. I'm already on the edge.
But I think It's still possible to gain some frame speed here and there...
ent1ty
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Re: Post your Irrlicht gameplay video here

Post by ent1ty »

Still, what about frame independent movement?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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Escen
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Re: Post your Irrlicht gameplay video here

Post by Escen »

Yeah you're right, it's time to implement that, didn't take it serious yet, thanks...
stefbuet
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Re: Post your Irrlicht gameplay video here

Post by stefbuet »

Alright, here is my game first ever video :P
Climbing Ball II

First part is in the editor : creation of a map
Sec part is gameplay thought few maps (including the one created)

Please read the video description for [a lot] more information about my project!
If you watch the whole 7min video, thanks in advance :wink:

http://www.youtube.com/watch?v=oXu-IXfGTR8

Image
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sudi
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Re: Post your Irrlicht gameplay video here

Post by sudi »

Nice game stefbuet. Looks aready quite polished.
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