Video showing IGE Editor in action.......
https://youtu.be/SqU0UmawDkQ
IGE Editor
Re: IGE Editor
Nice, always motivating for me to see Irrlicht used like this.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: IGE Editor
please keep up the good work! Irrlicht is a fantastic engine and your work is sincerely appreciated. I will post more videos to help motivate
Re: IGE Editor
another small video of the system. it's getting better all the time
https://www.youtube.com/watch?v=20zNdCpU0Mw&t=74s
https://www.youtube.com/watch?v=20zNdCpU0Mw&t=74s
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Re: IGE Editor
How did you animate the guys? What model format did you use?
Re: IGE Editor
thanks. it has been a long journey
Re: IGE Editor
https://www.youtube.com/watch?v=3vdolxgAyzw
added a terrain splatter shader with 5 textures.
base 0 - similar to normal terrain texture - tiled over entire terrain
base 1 - similar to normal terrain detailmap - tiled over entire terrain
texture 2, 3 and 4 are mixed according to texture 5 - currently using a constant tile value in shader for these textures, need to modify to allow tiling value per texture.
texture5.r = texture 2 percentage
texture5.g = texture 3 percentage
texture5.b = texture 4 percentage
next step is to use a tilemap instead so that I can use many textures. need to decide what algorithm to use to decide what the mixture is since for now I only can mix 3 (red, green, blue values of the texture5)
anyhow, the journey continues
added a terrain splatter shader with 5 textures.
base 0 - similar to normal terrain texture - tiled over entire terrain
base 1 - similar to normal terrain detailmap - tiled over entire terrain
texture 2, 3 and 4 are mixed according to texture 5 - currently using a constant tile value in shader for these textures, need to modify to allow tiling value per texture.
texture5.r = texture 2 percentage
texture5.g = texture 3 percentage
texture5.b = texture 4 percentage
next step is to use a tilemap instead so that I can use many textures. need to decide what algorithm to use to decide what the mixture is since for now I only can mix 3 (red, green, blue values of the texture5)
anyhow, the journey continues