Screenshot of the Month November 2011 [Winner announced!]
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Re: Screenshot of the Month November 2011 [Submit now!]
[quote=Justei, XXXChester]
Don't be shy
[/quote]
Thanks for the support! Still, now i am trying to make something fun and pretty, but i use SDL =(
Anyway, thank you all and good job! You are really cool game developers! =)
Don't be shy
[/quote]
Thanks for the support! Still, now i am trying to make something fun and pretty, but i use SDL =(
Anyway, thank you all and good job! You are really cool game developers! =)
Re: Screenshot of the Month November 2011 [Submit now!]
for a bit of fun, my realtime sky, loses a lot being static but you get the gist...
the cloud are created by blending 2 normals maps with 2 alphas (moving a slight differing rates). The shader also creates a vertex bloom at the sun. The cloud geometry is 160 tris, with the uv's stretched at the horizon to fake greater distances and vertex alpha at the horizon to give a nice blend into the sky dome behind.
in motion http://www.youtube.com/watch?v=a-x1KOZn3S4
the cloud are created by blending 2 normals maps with 2 alphas (moving a slight differing rates). The shader also creates a vertex bloom at the sun. The cloud geometry is 160 tris, with the uv's stretched at the horizon to fake greater distances and vertex alpha at the horizon to give a nice blend into the sky dome behind.
in motion http://www.youtube.com/watch?v=a-x1KOZn3S4
Last edited by Klunk on Sun Nov 13, 2011 10:07 pm, edited 1 time in total.
Re: Screenshot of the Month November 2011 [Submit now!]
Looks awesome, from what you comment, it would be great to see it in motion.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Screenshot of the Month November 2011 [Submit now!]
The clouds look great but too flat, IMO you need to try add a little more volume to them somehow
but depending on the in game view, as long as the camera will be far from the clouds then it could be more than enough
but depending on the in game view, as long as the camera will be far from the clouds then it could be more than enough
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Re: Screenshot of the Month November 2011 [Submit now!]
O_OMel wrote:The Proving Grounds
Besides many other things, it shows GPU based billboards, used for complex vegetation and all the other features that use to appear in my screenshots. The polycount is fairly high, the whole scene is composed of nearly 110.000 triangles (accelerated using octrees) and the frame rate keeps over 75 fps, which leaves some room for further processing, and improvements. I still have to test it with GPU skinned characters, but it is very posible that the performance impact is very low.
The machine testing this scene is a QUAD core i5 with more than enough RAM, the graphics card is a GeForce 425M and the OS is Win7 64 bits, though this means nothing if Irrlicht, and the application are compiled into 32 bits executables, and there is no multithreading. Though it is fairly powerful, the performance gaind compared to a GeForce8 8500 isn't that noticeable, so it is posible it would run around 45 to 50 fps on a machine like that.
EDIT: I have changed the image. I like this more
GOD RAYS!
Also, what is that grid on the water (the only flaw that makes a perfect render imperfect)
maybe fix the leaves on the trees.... otherwise, REALLY nice render!
"this is not the bottleneck you are looking for"
Re: Screenshot of the Month November 2011 [Submit now!]
I don't think that is water, look at the closest parts of it to camera. It looks like some hexagon tiles or something.
Working on game: Marrbles (Currently stopped).
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Re: Screenshot of the Month November 2011 [Submit now!]
oh actually... but still... looks like water, and tiles at the same time, I'm confused!
"this is not the bottleneck you are looking for"
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Re: Screenshot of the Month November 2011 [Submit now!]
I know this game does not show the potential of Irrlicht, but can be used to create anything.
OldInvaders!!!
Main Menu
Bye.
OldInvaders!!!
Main Menu
Bye.
Follow me on twitter: @themrcerebro
Re: Screenshot of the Month November 2011 [Submit now!]
It is finished, anyway...
The odd lines on the surface is an editor grid, that is an image from the editor i am building/using. That is what causes mostly the moire pattern. And the godrays are the godrays as postprocessing effect that is on the GPUgems 3 pages.
The odd lines on the surface is an editor grid, that is an image from the editor i am building/using. That is what causes mostly the moire pattern. And the godrays are the godrays as postprocessing effect that is on the GPUgems 3 pages.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: Screenshot of the Month November 2011 [Submit now!]
awesome, gonna look into the god rays a bit more... never really got how to make them myself
and I see, there are tiles... (could barely see them on the laptop... screen is smaller there )
and I see, there are tiles... (could barely see them on the laptop... screen is smaller there )
"this is not the bottleneck you are looking for"
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Re: Screenshot of the Month November 2011 [Submit now!]
Hope I'm not too late. Almost forgot the deadline was coming up.
This is the very early stages of a realistic flight sim/game. Hope to have a demo out in a couple weeks at http://jetwars.net. The 3D model is by Neil Wilson with some modifications.
This is the very early stages of a realistic flight sim/game. Hope to have a demo out in a couple weeks at http://jetwars.net. The 3D model is by Neil Wilson with some modifications.
Last edited by Aubrey Windle on Sun Nov 20, 2011 4:15 pm, edited 1 time in total.
Re: Screenshot of the Month November 2011 [Submit now!]
Kentao - ARSA Framework
Last edited by wing64 on Wed Nov 23, 2011 6:25 am, edited 1 time in total.
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Re: Screenshot of the Month November 2011 [Submit now!]
meh, I wouldn't have a chance in hell to win one of these....(especially now since it won't compile, one goddamn error and I can't understand it....)
"this is not the bottleneck you are looking for"
Re: Screenshot of the Month November 2011 [Submit now!]
The implementation at the GPUGems web is direct code (in HLSL, anyways...) The biggest problem maybe to get the occluder's shapes.aaammmsterdddam wrote:awesome, gonna look into the god rays a bit more... never really got how to make them myself
and I see, there are tiles... (could barely see them on the laptop... screen is smaller there )
In my rendering pipeline there is a moment in which i copy the backbuffer to a texture for postprocessing, so, the backbuffer has the shape of all the objects in the scene in the ZBuffer. I just clear the color, using a method similar to that which clears the ZBuffer in the video driver (The direct3D9 object is exposed, so you don't have to recompile Irrlicht to do so, you can call DX directly), and after, i draw the shape of the light, using a billboard with the shape, and copy again the backbuffer to a smaller texture for further postpro. It is like the approach they use in the GPUGems article, but instead of using the stencil buffer, i use the ZBuffer's max distance.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: Screenshot of the Month November 2011 [Submit now!]
awesome... ^^*
"this is not the bottleneck you are looking for"