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.
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

Polished it a bit more... LiSPSM are working :) They need to be tweaked so it doesn't miss shadow casters (the current parameters are basically simple approaches to the optimal ones) but it is working as it is assumed to.

http://www.youtube.com/watch?v=L4roGXu4gOM

(Youtube disappoints me... that was recorded at 1280x720 @ 60 fps! why does it play at 30?! anyway, in the corner you can see the actual frame generation time, for reference, 16.667msec is 60fps, the lower this value, the faster framerate)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

Okay, not mine, but this is some korean guy using the engine...

http://www.youtube.com/watch?v=OIVRKgS4RJM

Only one thing to say: F***ing KOREANS! :shock: :shock: It is great
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
hendu
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Re: Post your Irrlicht gameplay video here

Post by hendu »

The art is fairly good in general, but the effects look bad.

Mel, you're more than capable of achieving the same, no need to feel bad ;) It's more about the "they actually did it" factor, where there's wide areas done well.
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

Thanks, but sometimes it makes me wonder what is really important to make a game, until which point is important the technology and where is best to start to rely on the assets.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
hendu
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Re: Post your Irrlicht gameplay video here

Post by hendu »

I'd say do tech until you have a good idea, then work towards that, doing tech only when content requires it.
Escen
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Re: Post your Irrlicht gameplay video here

Post by Escen »

Nice work!!
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

Excelent work, at least, it runs fluid (unlike some tanks game a friend of mine did with Unity... sure it looked nice, but it ran at 10 FPS at its best...) Good work!
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
REDDemon
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Re: Post your Irrlicht gameplay video here

Post by REDDemon »

KTX exporter in action:
http://youtu.be/oZs21xda9lY

technically it is not a "gameplay" video :) hope that is not Off Topic
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wing64
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

ARSA Framework - PhysX ForceField.
http://youtu.be/Gy7YVm4wN7M

Scene made from arsa sandbox.
Image
greenya
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Re: Post your Irrlicht gameplay video here

Post by greenya »

Hi!
I made small demo using BulletSharp physics with my wrapper :roll:
http://www.youtube.com/watch?v=nK8nE5hLnmo

P.S.: sphere mass is 10 times greater than box mass. Physic simulation is done in separated thread from rendering. The fps in the video is capped by video capture program, without it its 200-300 in both threads.
stefbuet
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Re: Post your Irrlicht gameplay video here

Post by stefbuet »

Regardless to the techdemo, the music is pretty nice.
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greenya
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Re: Post your Irrlicht gameplay video here

Post by greenya »

Hello!

Real-time stencil shadows with IrrlichtLime
http://www.youtube.com/watch?v=NgFxZX7saTQ

Shadow volume calculated in different thread. With animated meshes there is a problem - when we actually see the shadow, we see the shadow for some previous frame in the past, so the shadow a bit late, mostly its noticeable for fairy's wings. Also, for now, the most huge slowdown is when we get a lot of vertices (from shadow calculation) and we actually draw them - we send an array of managed vectors, which gets converted to unmanaged every single frame (just to draw them) - so this is fairly slow.

P.S.: native IShadowVolumeSceneNode has great method - setShadowMesh(), but would be great to have also something like setShadowVolume(const core::vector3df *triangles, s32 count) -- so we could simply specify already precalculated volume, and Irrlicht will draw it internally directly calling driver->drawStencilShadowVolume() and just passing our arguments.
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Re: Post your Irrlicht gameplay video here

Post by greenya »

// I will double post if you don't mind :wink:

Hello again!
Small demo where i do generate a fractal with IrrlichtLime:
http://www.youtube.com/watch?v=sQSDJXHR5-U
stefbuet
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Re: Post your Irrlicht gameplay video here

Post by stefbuet »

Are you using a shader ?
It looks like it's calculated square by square maybe with multithreading ?
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