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Re: Post your Irrlicht gameplay video here

Posted: Mon Jan 21, 2013 2:45 am
by wing64
@chronologicaldot: blendshapes used .obj, .b3d for skinned.
@christianclavet: Your game are great too. Nice animation.

Re: Post your Irrlicht gameplay video here

Posted: Sat Jan 26, 2013 1:42 pm
by Mel
How did you do the blendshapes?

Re: Post your Irrlicht gameplay video here

Posted: Sun Jan 27, 2013 2:37 am
by wing64

Re: Post your Irrlicht gameplay video here

Posted: Wed Feb 06, 2013 4:20 am
by wing64
Compare ARSA Framework blend-shapes with maya blend-shapes.
http://youtu.be/-FrpJOYBDYg

Re: Post your Irrlicht gameplay video here

Posted: Wed Feb 06, 2013 10:43 am
by Mel
It looks awesome... But that guy is drunk XD

Re: Post your Irrlicht gameplay video here

Posted: Wed Feb 06, 2013 2:57 pm
by wing64
Thanks Mel

Re: Post your Irrlicht gameplay video here

Posted: Mon Apr 01, 2013 11:18 am
by wing64
ARSA Framework: Voronoi Shatter + Camera Track
http://youtu.be/E4R4Usn__RI

Re: Post your Irrlicht gameplay video here

Posted: Fri Apr 12, 2013 6:08 am
by Suvi
Small test of the Oculus Rift-mode in Gekkeiju Online:
http://www.youtube.com/watch?v=BElA6tLZhng

Camera needs to be changed into first person and then have to add head tracking. But those will have to wait until I get my hands on the device.

Re: Post your Irrlicht gameplay video here

Posted: Tue Apr 16, 2013 9:34 am
by Brainsaw
That's cool. Did you already get the Oculus Rift DevKit? If so, how does the 3rd person view feel using the Rift? I am at the moment working on a small airplane game (HTML5, Websockets) and I am planning to do a native client using Irrlicht (of course ;) ) and add Rift support as well, maybe 3rd person, but I'm not sure about that.

Re: Post your Irrlicht gameplay video here

Posted: Tue Apr 16, 2013 4:56 pm
by Suvi
Brainsaw wrote:That's cool. Did you already get the Oculus Rift DevKit? If so, how does the 3rd person view feel using the Rift? I am at the moment working on a small airplane game (HTML5, Websockets) and I am planning to do a native client using Irrlicht (of course ;) ) and add Rift support as well, maybe 3rd person, but I'm not sure about that.
I'm still waiting for it :) I think they aren't shipping too many units to Europe yet.

I decided to change the camera into first person after reading stuff about the motion sickness but I guess it's still worth testing both. Might feel a bit weird at first though.

Re: Post your Irrlicht gameplay video here

Posted: Tue Apr 16, 2013 7:16 pm
by Brainsaw
I guess that first person is better, though I'll also test both versions.

Too bad I forgot the kickstarter campaign, I ordered mine in November, my order number is something like 20000 :(, so I guess I'll have to wait some more time.

Re: Post your Irrlicht gameplay video here

Posted: Sat Apr 27, 2013 10:07 am
by wing64
Zaros Real Battle (3D VS Fighting)
http://youtu.be/Grm9W-jzJDU

Re: Post your Irrlicht gameplay video here

Posted: Sat Apr 27, 2013 3:43 pm
by Mel
The physics are still a bit funny, and the camera is too shaky But overall, it looks great. Have you thought of using static shadowmaps for the backgrounds and dynamic ones for the characters/stage objects? that way, the shadows of the static objects would "tremble" less, still affect the whole geometry, and could be softer.

Re: Post your Irrlicht gameplay video here

Posted: Sat Apr 27, 2013 9:15 pm
by hendu
The SSAO flickers very much, it's disturbing. My eyes don't like the motion fade effect either, but that's a stylistic point.

Re: Post your Irrlicht gameplay video here

Posted: Sun Apr 28, 2013 4:37 am
by wing64
@Mel: Every objs use same shadowmaps pass.
And thanks for all comments. If anyone have idea about that footage please feel free to suggest us. :D