New Water For IRRLICHT Works Good

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katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
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Post by katoun »

Hello
For start the sourse info comes from:
http://collective.valve-erc.com/index.p ... simulation
At first time , the second nad the third time you see the formula you just say "It is not for me I wont do that in a million years", but I did it and I'm so happy.
For the water that simulates a river, in my quest for info about real time water simulation I have found some interesting code .
That code simulates 3 tipes of water :
-one bihaves similar to mine but is totaly diferent(and I have tried to make that work in Irrlicht but it diden't what to at all)
-one is a sort of water bloed by wind
-one is an 'statistical water' that produces waves like the ones on the sea(those
I must say that I read are generated with turbulence formulas with Fast Fourie Transformations(but I dont have any clue haw is that make ).
Ah and that engine could be fount here:
http://gchen.sdf-eu.org/Chengine/Pages/Diary.htm


An other very nice info page is:
http://www.vterrain.org/Water/index.html
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

:D So who can make caustics for the water and ofcourse a nice water material
Ah and who could add for Irrlicht Cube Mapping

There are so many thing I would add to Irrlicht but I just can't make them all :cry:
Curently I'm adding to Irrlicht0.9 source some features that are in IrrlichtNX without changing it ( just adding mostely,like spot light, skydome, a loading bar in the Gui added by me,anisotropic filter added my me, today I shall add md3...)
If someone interested in somthing like this, we could continue a project like IrrlichtNX but something more like Irrlicht-Spintz(adding features paches, maby some propertary format, so we can load in the games meshes with LOD ....)
:?: :!:
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

etcaptor:
about:
IAnimatedMesh* animatedMesh =CGeometryCreator::createHillPlaneMesh(.....
well that was my first option and it compiles and at run time I get an 'could not read memory at bla bla....' error.
It seems that by calling scenemenager's function a funtion it is called inside smgr:

Code: Select all

IAnimatedMesh* animatedMesh = CGeometryCreator::createHillPlaneMesh(tileSize, 
		tileCount, material, hillHeight, countHills, textureRepeatCount);

	addMesh(name, animatedMesh);<----------------that function

	animatedMesh->drop();

Code: Select all

//! adds a mesh to the list
void CSceneManager::addMesh(const c8* filename, IAnimatedMesh* mesh)
{
	mesh->grab();

	MeshEntry e;
	e.Mesh = mesh;
	e.Name = filename;
	e.Name.make_lower();

	Meshes.push_back(e);
}
that might be the problem(it seamed that for me it did)
Kat'Oun
brcolow
Posts: 56
Joined: Mon Jul 19, 2004 6:15 am
Location: Arizona

Post by brcolow »

Katoun, I am interested in seeing a binary example of your work, can you provide one (or can you, Alvaro)? I will be taking a look at the code, and seeing how it was done and possibly (if I can) make some improvements. I also want to add refraction/reflection shaders for the water, possibly as bools in the water creation scene node, or even a material type (for example water->setMaterialType(EMT_REFRACTION)). But, can I please see a binary?

Thanks
G'Day.
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Oh that's good(with the refraction material)
About the binary, do you have an email I could send it that way to you(and the latest one-I mean the Water Demo and the code because I have made some little modifiaction)
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Here is the little modification of the code:

Code: Select all

void CWaterSurfaceSceneNode::hitWater(u32 x,u32 y,f32 depth)
{
	if((x<=0 || x>=m_tileCount.Width*m_Size) || (y<=0 || y>=m_tileCount.Height*m_Size))
		return;
	currentPos = (currentPos + 1) % 3 ;
		
	core::array2D<f32> pos0(mPosition[currentPos], m_tileCount.Height, m_tileCount.Width);
	
	//pos0(x,y)-= depth*0.2f;

#define HIT(addx,addy) { \
	float Y = floor(y/m_Size)+addy; \
	float X = floor(x/m_Size)+addx; \
	float power = mu/d ; \
	pos0((u32)X,(u32)Y) -= depth*power;  \
	
} /* #define */
	HIT(0,0);
	HIT(0,1);
	HIT(1,0);
	HIT(1,1);
#undef HIT	
	
	
}
Kat'Oun
Guest

Post by Guest »

Hello
Idea:
Isn't the water somthing like an terrain but an animated one?!
So we can have :lol: LOD for the water made the same way as for the terrain!
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Sory, the above guest was me.
When I posted that message I was at school(University).
Kat'Oun
brcolow
Posts: 56
Joined: Mon Jul 19, 2004 6:15 am
Location: Arizona

Post by brcolow »

Katoun, you can send it to me at mike.ennen[AT]gmail[DOT]com

:)
G'Day.
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

OK
But be aware that the Irrlicht.dll I'll send you has some other implementations(look at my postes above- that is so because I don't have a binary with the water in the original form of Irrlicht ,sorry but it's mostly tha same).
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

It seems that there was a problem sending the mail:
I got a Mail Send Error saing that it couln't sand the message to mike.enneatgmaildotcom and mu Firefox went 'crazy' when I opened that failure message it allmoust crashed my windows . :cry:
I think there is a big problem with Yahoo servers right now I'll try later.
Kat'Oun
brcolow
Posts: 56
Joined: Mon Jul 19, 2004 6:15 am
Location: Arizona

Post by brcolow »

Just to note, your missing an "n" at the end of ennen.
G'Day.
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Just in the post I forgot an 'n' ,
but the mail I sent was right(I looked at the messages sent list and it is corect)
I'll try now again.
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Sory it dosen't work. :cry:
Look at a part of the failure message I get:

Code: Select all

Hi. This is the qmail-send program at yahoo.com.
I'm afraid I wasn't able to deliver your message to the following 
addresses.
This is a permanent error; I've given up. Sorry it didn't work out.

<mike.ennen@gmail.com>:
64.233.171.27 failed after I sent the message.
Remote host said: 552 5.7.0 Illegal Attachment

--- Below this line is a copy of the message.

Return-Path: <katoun_life@yahoo.com>
Received: (qmail 3195 invoked by uid 60001); 15 Apr 2005 08:13:49 -0000
Comment: DomainKeys? See http://antispam.yahoo.com/domainkeys
DomainKey-Signature: a=rsa-sha1; q=dns; c=nofws;
  s=s1024; d=yahoo.com;
  
b=wGoOfK8C09MgHAR6TatdECdC9BW3lGelX4Nip+6OtL2NDC9hyF4WhKuYEjFwofYV9TSt7MnmfjJu41Ls0l6D+u++GVmhqBDPzxSBOkPCOgaaycN/tERjgwr69kKpARW7b96IW2oSFI84GX8qKC/cGZNPWrefJV4+AhwlkQMLbuY=  
;
Message-ID: <20050415081349.3192.qmail@web60507.mail.yahoo.com>
Received: from [82.76.40.208] by web60507.mail.yahoo.com via HTTP; Fri, 
15 Apr 2005 01:13:48 PDT
Date: Fri, 15 Apr 2005 01:13:48 -0700 (PDT)
From: Nastase Catalin <katoun_life@yahoo.com>
Subject: WaterDemo
To: mike.ennen@gmail.com
MIME-Version: 1.0
Content-Type: multipart/mixed; boundary="0-986887516-1113552828=:3133"
You see the your mail adress ir written corect.
:cry:
Kat'Oun
katoun
Posts: 239
Joined: Mon Nov 15, 2004 9:39 am
Location: Romania
Contact:

Post by katoun »

Idea:
Make an yahoo acount, get Yahoo Messanger and tell me from witch to wicht hour you'll try to be conected and if I get you online I'll send it to you that way.(I have tyed to add to the msn and I got disconected.Funny huh.
Kat'Oun
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