A demo that impressed me a lot is the one here http://realtimecg.gamedev-pt.net/downlo ... minatu.rar
taken from a nice game tutorial site in the download section http://realtimecg.gamedev-pt.net/
Maybe in the future Irrlicht will be like that? I love the fast shadows and the good use of textures and pixel lighting.
Irrlicht next gen? :P
it's a demo that show a quite large metallic room with a bridge in the middle. everything is bumpmapped and every column, floor, wall, model is full shadowed based on spot lights movements in a extremely velocity (no slowness at all) and complexity, plus there's pex-pixel lighting and glowing effect of some polygons (line a neon and a shiny white door entrance)
at the end it shows 2 Doom3 models with full detail, light and shadow (like above) again without performance lost (at least with my ATI 8500 LE 64Mb)
however it uses full DirectX 8.1 features that are supported only by GF3, ATI 8500 and up.
in Irrlicht what kind of shadows are used? volume based or not? it'll be good in the future to enhance this things also with projective texturing (for example simulate the light from a torch with a realistic detail)
at the end it shows 2 Doom3 models with full detail, light and shadow (like above) again without performance lost (at least with my ATI 8500 LE 64Mb)
however it uses full DirectX 8.1 features that are supported only by GF3, ATI 8500 and up.
in Irrlicht what kind of shadows are used? volume based or not? it'll be good in the future to enhance this things also with projective texturing (for example simulate the light from a torch with a realistic detail)
Is it the same demo (in site you mentioned WIP section):
http://realtimecg.gamedev-pt.net/resear ... _big02.jpg
http://realtimecg.gamedev-pt.net/resear ... _big02.jpg