it is impressive, I do not have words .....
incredible!!! i rebember a videogame ICO
i think for that effects, like this and per-pixel, irrlicht need a directional light ( without attenuation) for big scenes, that does Niko think about this of lights?
One day, Irrlicht will be as good as Half Life 2 or Unreal 3 Engine where we can't tell the difference...great work!But hope anyone build professional demo or tutorial?
It reminds me of the unreal engine3 video when they show their bricks!
Proyb is right. It's heading for the same diirection as Unreal and HL(graphically speaking) ; Niko is doing a superb job and a he's also being very noble letting us use his creation.
I guess every modern engine must add this sort of stuff or will be left out of the game in no time.
As it is said before Niko is doing superb job. Now since I am still noob, can anyone tell me how many more features are missing in irrlicht so it can be as good as some huge commercial engine?
Really awesome. We could just make our own shaders as we wish though, right? No need to have niko do all the work as far as that goes. It is convenient though
And yes, in the unreal3 engine they are using parralax mapping. Even more advanced is displacement mapping, where it actually juts out so that if you look at it from the side you get a sillouette - eliminating the polygon border of models. However, it only works in hardware on very rare, expensive cards. Maybe unreal4 engine eh?
XP SP2, AMD Athlon 64 3500+, 1GB HyperX RAM, Radeon X700 Pro (PCI-e), 120GB SATA drive