Screenshot of the Month July 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 July

Poll ended at Thu Aug 04, 2011 8:32 am

Devsh - My level editor
2
4%
Wing64 - MiddleEast2, ARSA Framework
8
17%
Borges - Sp123 laby
3
7%
Sio2 - Irrlicht DX11 - Quake3 BSP scene node
8
17%
Mel - Character
2
4%
Omaremad - Light Manager-rainy day
7
15%
Eigen - Front Warrior
3
7%
Stefbuet - Refraction/reflexion shader
5
11%
Xaryl - Dance Floor
8
17%
 
Total votes: 46

Strong99
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Screenshot of the Month July 2011 [Winner announced!]

Post by Strong99 »

Ok, here's the official result for July. We have three winners this time. Congratulations to Win64, Sio2 and Xaryl. Especially since it was not just one or two votes per entry, but just a very tight competition.
BTW: strong99 will be back for next month's voting, I'm just helping out over the summer vacations. So excuse me being late again...

Vote now for the best screenshot of July 2011!
The poll will be active until August the 5th

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

Devsh - My level editor
Image

Wing64 - MiddleEast2, ARSA Framework
Image

Borges - Sp123 laby
Image

Sio2 - Irrlicht DX11 - Quake3 BSP scene node
Image

Mel - Character
Image

Omaremad - Light Manager-rainy day
Image

Eigen - Front Warrior
Image

Stefbuet - Refraction/reflexion shader
Image

Xaryl - Dance Floor
Image
old wrote:Topic for the July screenshot entries!

Please submit here for the best screenshot for July 2011. You can submit until the 20th of July. 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 Mon Sep 05, 2011 9:16 pm, edited 5 times in total.
Reason: Voting ends
Lil Margin
Posts: 212
Joined: Sun Jul 19, 2009 4:24 am
Location: Netherlands Antilles, Curacao

Post by Lil Margin »

nice, i see your getting finished with its world editor, nice :)
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Post by wing64 »

MiddleEast2 - ARSA Framework.
Image
Triangles: 61250
FPS: 32 (rt=1080p), 56 (rt=720p), 90 (rt=512x512)
Technique: Deferred rendering (MRT), PSVSM+3x3PCF, SSAO, AA, CSM (Cone Step Mapping), NormalMap, HDR (64bit), Bloom, SPARK for fx, PhysX and Cloud from tbw (Thanks).
Spec: i7-930, ATI Radeon HD 4670.
Last edited by wing64 on Mon Jul 18, 2011 7:09 am, edited 5 times in total.
Lil Margin
Posts: 212
Joined: Sun Jul 19, 2009 4:24 am
Location: Netherlands Antilles, Curacao

Post by Lil Margin »

wing64 not to be harsh but from the other arsa framework pictures this one looks kinda like "old technologie" and the others were more like "new technologie"...i hope you dont take it personally or wrong in anyway
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

His tech is "new technologie", except for the PCF filtering.
The only thing which makes the screenie look old is the quality of the artwork but all of us as programmers can understand that.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Post by hendu »

Are you sure the AA is working? I see a lot of jaggies in the pic.
devsh
Competition winner
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Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

he has deferred rendering so he uses an edge detection shader... most probably its not perfect. The only technique allowing for AA and deferred rendering is Inferred Rendering which I shall be implementing, it will allow AA for alpha polygons only though cause I cba with a second pass on all geometry.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

devsh wrote:The only technique allowing for AA and deferred rendering is Inferred Rendering
That's a pretty harsh generalization right there, there are enough techniques to allow for AA in deferred pipelines, only hardware MSAA won't work natively because of the use of MRTs

Techniques like MLAA look absolutely amazing, are fast and fit perfectly in a deferred pipeline
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Post by hendu »

I think we've talked about this before, but GL supports MSAA with FBOs (MRTs). IIRC it was only on dx10 level and up, but supported nonetheless.

MLAA also works very well, and with several implementations freely available no reason not to use it really, if you're making an engine.
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
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Post by wing64 »

Thanks for a comment. :D
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

I'm silently creeping on with a cool inferred lighting screenshot for this month's competition!
Its going to be a stained glass window globe casting light accordingly and maybe some shadows :)

I doubt I will be able to beat wing64 though :(
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

Irrlicht DX11.

evandromillian's DX11 driver with some fixes/tweaks and my own Irrlicht Quake3 BSP scene node. BSP map is ChiropteraDM by Alcatraz / Nunuk / Sock.

Image
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

sio2 wrote:...
Looks nice 8)
Working on game: Marrbles (Currently stopped).
borges
Competition winner
Posts: 25
Joined: Wed Feb 10, 2010 10:47 am

Post by borges »

Another screen from OR Project... this is called "sp123 laby"
Image
MSN: victorborges at live dot com
www.vhborges.com
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