Build A World - new massive game, using Irrlicht

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Image

actually you CAN see the underwater side...

somewhat messy screen.... fired a bunch of C4 close the force field wall:
Image
Last edited by sodandk on Sat Mar 23, 2013 12:41 am, edited 1 time in total.
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

this one was fun... 125.000 blocks of C4... engine handled it without lag

maybe juuust a bit OTT :-)

Image
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Build A World - new massive game, using Irrlicht

Post by devsh »

you cant see the top from underwater at shallow angles because there is this Physics thing called "Total Internal Reflection" which makes the water as reflective as silver at angles shallower than 45 degrees

Image
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Build A World - new massive game, using Irrlicht

Post by devsh »

We have just finished evaluating the Intel Compiler, it gives almost 100% speedups on our servers compared to gcc (most probably due to very good auto-vectorization)

We could use the money from the kickstarter to buy a few licences of that.
I have a feeling the framerate in the client would gain 20% or so.

Using the intel compiler would make us one of the better optimized linux games in a long while.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Build A World - new massive game, using Irrlicht

Post by hendu »

Only on Intel processors. ICC creates very pessimized code when run on AMD or other non-Intel, much slower than GCC usually.

If you haven't read about this before, see Agner Fog's site.
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Build A World - new massive game, using Irrlicht

Post by devsh »

well there is nothing stopping me from making an Intel and AMD executable :D

Plus my compiler runs out of memory when I want to compile the client XD
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Build A World - new massive game, using Irrlicht

Post by devsh »

PLUS now my focus has shifted from from optimizing the CPU

I'm going to port some of our most laggy functions to CUDA after easter (especially the block gravity, liquid handler, fire spreading and finally generation of new regions)
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Build A World - new massive game, using Irrlicht

Post by hendu »

Good if you can be sure your servers will always have Intel + Nvidia.
jCharler

Re: Build A World - new massive game, using Irrlicht

Post by jCharler »

Wonderful setup, like the modern and future tech instead of the minecraft choice.

For Physics consider using OpenCL and DirectCompute on the Gpu.
GPU's are capable of much more parallel calculations and physics is something that involves a lot of parallel calculations.
(Physics includes gravity fluidummechanics of liquid handler and fire spreading)

Hope that the design will try to use newer features of OpenGL and DirectX to make things as efficient and fast as possible.
(I like my games fluently)

Will there be any way to play offline and share creations via LAN and transferring files?

One future technology that should definitely be included is nuclear fUsion reactors.
If you wanna know what it looks like google Tokamak in google images.
http://www.google.be/search?q=tokamak&tbm=isch/
Last edited by jCharler on Mon Mar 25, 2013 9:05 pm, edited 1 time in total.
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

jCharler wrote:Will there be any way to play offline and share creations via LAN and transferring files?
yes, you can play offline, but to autoshare models, you need to be online... you can create models offline, and as you go online,
the models are auto-synced.

:-)
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

devsh wrote:Sodan.... lets have some tokamaks
ofcourse
sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

the new fire/smoke explosions are waaayy cool:
http://www.youtube.com/watch?v=Vm6sv8eef0o
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Re: Build A World - new massive game, using Irrlicht

Post by ent1ty »

Minecraft + Garry's Mod = awesome?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
jCharler

Re: Build A World - new massive game, using Irrlicht

Post by jCharler »

sodandk wrote:
jCharler wrote:Will there be any way to play offline and share creations via LAN and transferring files?
yes, you can play offline, but to autoshare models, you need to be online... you can create models offline, and as you go online,
the models are auto-synced.

:-)
When a model is made I can share it with anyone, nice :)
Does this also work if the model builder wants to test and receive feedback in LAN before posting it online?
Getting a few people to review it over LAN may be very interesting. Does the autosync feature work over LAN?

Would like to have electric trains and rails.
Also be able to make spaceships and stuff of course, definitely the space shuttle, Sojoez rocket and the Apollo rocket and the launch platform for each of them.

Definatelly also atomic bombs with radioactivity that kills you when you get too much of it.
Post Reply