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Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Jun 28, 2012 2:15 pm
by randomMesh
Mel wrote:What is your game about?
It's gonna be a Realm of the Trolls clone.

Basically you have to make your way trough a troll infested dungeon and collect treasure and avoid traps. What makes it different from all the other platformers is the fact ,that you are able to 'melt' the ground floor with magic energy (limited) and create holes in order to prevent the trolls from reaching you or find different ways out.

I am currently working on both the editor and the gui element which renders the map. Some pixel pushing, you know.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Jun 28, 2012 6:01 pm
by Mel
Not half bad :) At least it will have more than 16 colors. Looks promising.
randomMesh wrote:You have to make your way trough a troll infested dungeon and collect treasure and avoid traps.
So, basically, it is like browsing through some groups of Facebook... :lol:

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Jun 29, 2012 1:03 pm
by hendu
Image

As requested ;)

Pathfinding itself moved from raycasting to moving a ghost sphere around. Optimization using raycasting added. I don't think smoothing is even needed anymore.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 1:25 pm
by REDDemon
randomMesh wrote:
Mel wrote:What is your game about?
It's gonna be a Realm of the Trolls clone.

Basically you have to make your way trough a troll infested dungeon and collect treasure and avoid traps. What makes it different from all the other platformers is the fact ,that you are able to 'melt' the ground floor with magic energy (limited) and create holes in order to prevent the trolls from reaching you or find different ways out.

I am currently working on both the editor and the gui element which renders the map. Some pixel pushing, you know.
oohh really nice remember me loder runner 2.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 8:54 pm
by Granyte
Image

i updated my planetary engine again
http://granyte.blogspot.ca/2012/06/plan ... ne-v3.html

i should probably submit a picture to the picture of the month contest

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 8:57 pm
by hendu
What's the green thing?

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 8:59 pm
by Granyte
it's a place holder grass texture

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 9:56 pm
by REDDemon
i think you should try to submit a post :) try to fix seams between tiles is worth. Really good looking.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Jun 30, 2012 11:33 pm
by Granyte
i fixed the seams since yesterday but now i'm having trouble alining the tiles properly and also the looping texcoord is giving me nightmares

i fixed that to now the only complain i have is that irrlicht does not suport floating point image format.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jul 01, 2012 2:58 pm
by hendu
Float textures or RTT? Float RTTs are supported.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jul 01, 2012 5:58 pm
by Granyte
Yes floating point RTT are suported but CIMage class cannot suport it so when i read the RTT to build a mesh i need to convert it to an image and i simply can't so because of it i'm stuck with an 8 bit heightmap

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jul 01, 2012 7:17 pm
by Mel
You can use normalized floating point values (that is, values in the range (0,1)) and then, pack and unpack the floating point values into a rgba 32 bit texture

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jul 01, 2012 8:26 pm
by hendu
Wait, you're generating things on GPU and then reading them back to the CPU to create a mesh? Interesting, if that's so.

For info on how to pack 32-bit floats without losing accuracy, see Aras' blog.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sun Jul 01, 2012 9:41 pm
by Granyte
yes i'm generating the heightmap for each texture on the gpu then uploading it back to the cpu to generate a mesh because there is geometry shader in dx currently


I what is that blog?

Edit i just found it the theory is interesting ill have to find how the depcking works and ill also need to push the number of texture suported by irrlicht over 8/

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Wed Jul 04, 2012 11:28 am
by hybrid
Admin note: I've split the discussion about vertex shader textures into a new thread in "Open discussion"