Build A World - new massive game, using Irrlicht

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sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

vi arbejder bla. på våben og avatarer, skal nok blive sjovt i PVP mode.

på den tekniske side er næste version af tyngdekraft og vand snart klar.

tog og raketter, efter jul.

og så er vi ved at kridte skoene til denne VXGI, Voxel Global Illumination http://www.youtube.com/watch?v=fAsg_xNzhcQ
special designet til BAW...

og så har vi et undervisnings-hold igang med en BAW EDU.
ralian
Posts: 28
Joined: Tue Nov 11, 2014 1:00 am

Re: Build A World - new massive game, using Irrlicht

Post by ralian »

totally had to use google translate, but great! I look forward to those releases ;)

Build a world all the way!
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

ralian wrote:totally had to use google translate, but great! I look forward to those releases ;)

Build a world all the way!
haha! ok, I must have been tired .. forgot to write english! :-D

We are working on weapons and avatars... PVP should be fun.

On the tech side, next version of gravity and water is soon ready.

Trains and Rockets after XMas.

and we are getting into gear, implementing VXGI, Voxel Global Illumination http://www.youtube.com/watch?v=fAsg_xNzhcQ
special tailored to BAW...

and we have an EDU team designing BAW EDU.
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

great fun !

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devsh
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Location: UK
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Re: Build A World - new massive game, using Irrlicht

Post by devsh »

All I can reveal right now is that its going to be Tiled Deferred Rendering (with 3-4 shading models supported) with actual tiling of the L-Buffer to allow for fatter/fuller specular. Its going to be Battlefield 3/4 style deferred made to work with DX 10.1 class HW
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Auto-import of large cities (now we need to add people and cars :-)

Full gallery: https://www.facebook.com/media/set/?set ... 875&type=1

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and a roman city

Full gallery: https://www.facebook.com/media/set/?set ... 875&type=3

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Full Throttle !!
Harch
Posts: 75
Joined: Wed Oct 08, 2014 9:01 pm

Re: Build A World - new massive game, using Irrlicht

Post by Harch »

devsh wrote:we used weighted average transparency as one of the options in game
This is ONE_TEXTURE_BLEND with alpha blending?
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Now we need 2km viewdistance. In the spring/summer of 2015, BAW will have 2-4 KM (4000-8000 blocks) viewdistance.
(yes, we are working on it ...)

Full set: https://www.facebook.com/media/set/?set ... 875&type=3

Castle has 50 rooms, corridors and some secret passways ...

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sodandk
Competition winner
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Experimental GIS Import of Holbæk 1x1 km

https://www.facebook.com/media/set/?set ... 875&type=1

Image
Harch
Posts: 75
Joined: Wed Oct 08, 2014 9:01 pm

Re: Build A World - new massive game, using Irrlicht

Post by Harch »

devsh wrote: we used weighted average transparency as one of the options in game
...
*facepalm*
Please explain what it is.
I get nasty transparency :(

P.S. I want to get the transparency that can be used on any video card. Weighted average transparency like only NVidia :( But I did not Nvidia, but it is displayed correctly in your game.
devsh
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Re: Build A World - new massive game, using Irrlicht

Post by devsh »

I think thats an actual arch, not a failure to render
devsh
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Re: Build A World - new massive game, using Irrlicht

Post by devsh »

We'll add voxel cone traced AO if that makes you happy
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