Post your Irrlicht gameplay video here
Re: Post your Irrlicht gameplay video here
Did you use the music to generate the motion patterns? otherwise, i can't tell ^^U
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post your Irrlicht gameplay video here
Music is not used in generating. It was added only for video not to be boring.
You see simple rotating plane with very rarely set of cells (like having 500x500 cubes, but we use about 0.1% only; other space is empty).
We generate such single plane every frame and keep drawing 199 others (old ones).
Here is an answer http://filebeam.com/97c07660fae714575d30acc433bee034 (.net framework 4.0 required)
You see simple rotating plane with very rarely set of cells (like having 500x500 cubes, but we use about 0.1% only; other space is empty).
We generate such single plane every frame and keep drawing 199 others (old ones).
Here is an answer http://filebeam.com/97c07660fae714575d30acc433bee034 (.net framework 4.0 required)
Re: Post your Irrlicht gameplay video here
ijust tested the thing 199400 cubes every frame are you using instancing or smething?
Re: Post your Irrlicht gameplay video here
No instancing. I could use it, i even could just draw a single once generated mesh (draw it 200 times with new transformation set each time), but in this particular example i do generate meshbuffers 1/200 of what you see every frame, so its about only 1000 cubes per frame; rest of the geometry is just drawn from previous generations until they get too old and will be reused (regenerated). If i would generate 200k cubes per frame, i would get 0 fps literally.
I do generate each frame using Game of Life rules. That is why you see some patters like http://upload.wikimedia.org/wikipedia/c ... linker.gif , if mesh is static then it is more faster but also more boring.
P.S.: the source code can be seen here -- http://irrlichtlime.svn.sourceforge.net ... ractTrace/
P.P.S.: that all is not that interesting stuff, but what did amaze me is that i take just a plane with some very very rarelly set dots (actually when you look, you already cannot recognize that it is a simple plane), i rotate the plane and the path of each dot get complete smoothed, no edges, no jags and no bouncing. So i decided to give it a try and implement such stuff
I do generate each frame using Game of Life rules. That is why you see some patters like http://upload.wikimedia.org/wikipedia/c ... linker.gif , if mesh is static then it is more faster but also more boring.
P.S.: the source code can be seen here -- http://irrlichtlime.svn.sourceforge.net ... ractTrace/
P.P.S.: that all is not that interesting stuff, but what did amaze me is that i take just a plane with some very very rarelly set dots (actually when you look, you already cannot recognize that it is a simple plane), i rotate the plane and the path of each dot get complete smoothed, no edges, no jags and no bouncing. So i decided to give it a try and implement such stuff
Re: Post your Irrlicht gameplay video here
that looks awesomegreenya wrote:Generating eye-catching stuff with Irrlicht Lime:
http://www.youtube.com/watch?v=CH_F7nl-38Y
Re: Post your Irrlicht gameplay video here
Zaros Real Battle - 3D Fighting game maybe launch next year.
http://youtu.be/CbHYVgbGI54
http://youtu.be/CbHYVgbGI54
Re: Post your Irrlicht gameplay video here
wing64
you're doing God Rays wrong, you need to multiply the image by depth buffer raised to some exponent so you mask stuff out in the front
otherwise everything is going to bleed and cast shafts
you're doing God Rays wrong, you need to multiply the image by depth buffer raised to some exponent so you mask stuff out in the front
otherwise everything is going to bleed and cast shafts
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Re: Post your Irrlicht gameplay video here
Hi, Was testing the cutscene system of IRB and decided to do an infantile videoclip. All the cutscene camera control is scripted in LUA.
http://youtu.be/5Uqi9NMXTjY
http://youtu.be/5Uqi9NMXTjY
Re: Post your Irrlicht gameplay video here
Y no make the vid available on mobile? :-[
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!
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!
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Re: Post your Irrlicht gameplay video here
@entity, Perhaps because the song I used in the clip has put restriction on YouTube (Song made by PSY, perhaps they blocked it for Mobile)
The clip show swordmens in IRB dancing over the "Gangnam style" music...
The clip show swordmens in IRB dancing over the "Gangnam style" music...
Re: Post your Irrlicht gameplay video here
I watched it on pc now, looks cool. How did you get the animation data?
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!
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!
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Re: Post your Irrlicht gameplay video here
On of the IRB forum user (Fatalis) pointed me to the http://mixamo.com web site, they offer an autorigger that can skin an entire character (I was really impressed by it), and after you can put one of their motion over the character and export them in different formats.
For the autorigger, the only limitation is that your character should not have anything in their hand (buckle and sword distorted a lot when moving). Once the buckle and sword were removed their autorigger skinned the character much better than I could do. I will surely visit it again soon to try it with other characters.
I tested it with their free motion (Gangnam style dance was free) and it gave me the idea to create a video in IRB with it to test the cutscene camera.
Their export/import format are good as their main export formats are FBX and Collada. I used FBX, and converted it flawlessly to .B3D using Fragmotion.
For the autorigger, the only limitation is that your character should not have anything in their hand (buckle and sword distorted a lot when moving). Once the buckle and sword were removed their autorigger skinned the character much better than I could do. I will surely visit it again soon to try it with other characters.
I tested it with their free motion (Gangnam style dance was free) and it gave me the idea to create a video in IRB with it to test the cutscene camera.
Their export/import format are good as their main export formats are FBX and Collada. I used FBX, and converted it flawlessly to .B3D using Fragmotion.
Re: Post your Irrlicht gameplay video here
ARSA Framework: Blend-shape & skeleton animation
http://youtu.be/ETz0hDj4TTU
http://youtu.be/ETz0hDj4TTU
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Re: Post your Irrlicht gameplay video here
@wing64 - lol
@christianclavet - lol
Nice guys.
What types of models are you using?
@christianclavet - lol
Nice guys.
What types of models are you using?
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Re: Post your Irrlicht gameplay video here
Wow! @Wing64! That's really impressive! Your framework will be able to have characters with expression quite easily with that (At least easier that having a face rigged with bones)!