Page 77 of 104

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Mon Apr 16, 2012 4:15 pm
by hendu
Digging out an undead project, worked some on the terrain. Before:
Image

Optimized the triangle placing - more tesselation closer, less far, and the flat ground uses less tris. With this move also moved from one generated block to six of these manual blocks, which gave 20% more fps simply by frustum culling the blocks (manually in 2d, due to the bounding box not representing a gpu-generated terrain but the flat block). I guess I could manually tweak the bounding boxes and leave the culling to irrlicht, but since I draw the terrain manually instead of the scene manager anyway, it would only save me from writing some custom code instead of copy-pasting parts of the isculled function. After:
Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Apr 20, 2012 11:51 am
by wing64
ARSA Framework rendering pass. :D
Image

Image

Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Apr 20, 2012 2:58 pm
by Cube_
interesting....

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Apr 20, 2012 7:01 pm
by Mel
Sooo many passes! XD

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Apr 20, 2012 7:45 pm
by ACE247
I often use less render passes in Blender Compositor! XD

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Apr 21, 2012 2:48 am
by wing64
:-P

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat May 05, 2012 10:12 am
by wing64
ARSA Framwork - Feature
Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Jun 22, 2012 10:01 pm
by hendu
Finally! Staying out of these things for a few months really makes it hard to get back to speed.

Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jun 24, 2012 1:14 pm
by hendu
Pathfinding via bullet, just like it should be.

Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Tue Jun 26, 2012 2:43 pm
by randomMesh
Here's a screenshot of an editor i am currently working on.
Image

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Wed Jun 27, 2012 9:28 pm
by Virion
hendu wrote:Pathfinding via bullet, just like it should be.

Image
shouldn't it be in the middle of the corridor instead of sticking with the wall?

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Wed Jun 27, 2012 9:53 pm
by hendu
It's 30cm away from the wall, actually - bad angle I guess. But in general, the shortest path is next to the wall ;)

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Jun 28, 2012 8:25 am
by CuteAlien
hendu wrote:But in general, the shortest path is next to the wall ;)
Looks like it would be shorter if it would cut the angle. Maybe go over the nodes once more and check for each node if it can find a free direct line to the nodes after the next one.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Jun 28, 2012 8:55 am
by Mel
Maybe you would also want your paths to run a bit off the walls.
randomMesh wrote:Here's a screenshot of an editor i am currently working on.
Image
What is your game about?

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Jun 28, 2012 10:34 am
by hendu
Yep, that still needs tuning, it also lacks smoothing. It's just the direct result of integrating Micropather with Bullet.