Post your Irrlicht gameplay video here
Re: Post your Irrlicht gameplay video here
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)
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
Re: Post your Irrlicht gameplay video here
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! It is great
http://www.youtube.com/watch?v=OIVRKgS4RJM
Only one thing to say: F***ing KOREANS! It is great
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post your Irrlicht gameplay video here
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, 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.
Re: Post your Irrlicht gameplay video here
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
Re: Post your Irrlicht gameplay video here
I'd say do tech until you have a good idea, then work towards that, doing tech only when content requires it.
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Re: Post your Irrlicht gameplay video here
Nice work!!
Re: Post your Irrlicht gameplay video here
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
Re: Post your Irrlicht gameplay video here
KTX exporter in action:
http://youtu.be/oZs21xda9lY
technically it is not a "gameplay" video hope that is not Off Topic
http://youtu.be/oZs21xda9lY
technically it is not a "gameplay" video hope that is not Off Topic
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Re: Post your Irrlicht gameplay video here
Hi!
I made small demo using BulletSharp physics with my wrapper
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.
I made small demo using BulletSharp physics with my wrapper
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.
Re: Post your Irrlicht gameplay video here
Regardless to the techdemo, the music is pretty nice.
CuteAlien wrote:coders are well-known creatures of the night
Re: Post your Irrlicht gameplay video here
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.
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.
Re: Post your Irrlicht gameplay video here
// I will double post if you don't mind
Hello again!
Small demo where i do generate a fractal with IrrlichtLime:
http://www.youtube.com/watch?v=sQSDJXHR5-U
Hello again!
Small demo where i do generate a fractal with IrrlichtLime:
http://www.youtube.com/watch?v=sQSDJXHR5-U
Re: Post your Irrlicht gameplay video here
Are you using a shader ?
It looks like it's calculated square by square maybe with multithreading ?
It looks like it's calculated square by square maybe with multithreading ?
CuteAlien wrote:coders are well-known creatures of the night