IGE Editor

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
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Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

IGE Editor

Post by Seven »

Video showing IGE Editor in action.......

https://youtu.be/SqU0UmawDkQ
CuteAlien
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Location: Tübingen, Germany
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Re: IGE Editor

Post by CuteAlien »

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
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: IGE Editor

Post by Seven »

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 :)
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: IGE Editor

Post by Seven »

another small video of the system. it's getting better all the time :)

https://www.youtube.com/watch?v=20zNdCpU0Mw&t=74s
chronologicaldot
Competition winner
Posts: 685
Joined: Mon Sep 10, 2012 8:51 am

Re: IGE Editor

Post by chronologicaldot »

How did you animate the guys? What model format did you use?
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: IGE Editor

Post by Seven »

I get mode of my models at https://arteria3d.myshopify.com/ and use IrrAssimp for loading.

.
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Re: IGE Editor

Post by polylux »

wow, this is impressive!
beer->setMotivationCallback(this);
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: IGE Editor

Post by Seven »

thanks. it has been a long journey :)
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: IGE Editor

Post by Seven »

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 :)
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