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Posted: Sat Jul 25, 2009 5:52 pm
by Lambda
That's the point, there is no way to proof if a screenshot was made with irrlicht or is taken from a game or made with another engine.

Posted: Sat Jul 25, 2009 7:00 pm
by Virion
is highly *modified* irrlicht allowed here? :P

Posted: Sat Jul 25, 2009 8:24 pm
by mk.1
Lambda wrote:That's the point, there is no way to proof if a screenshow was made with irrlicht or is taken from a game or made with another engine.
It's a matter of dignity

Posted: Sat Jul 25, 2009 8:38 pm
by asparagusx
My Entry (architectural drawing created by a client of our system) is of a model created in a our CAD system using irrlicht as the rendering engine. The mesh datastructures (and interfaces) are our own. I am using the excellent XEffects (in this case) to add shadows to the model. Having entered this comp for the first time, I am surprised to see what appears to be 'commercial' images (e.g. from off the shelf games etc.) entered. Is this really in the spirit of the competition - are we not here to promote the excellence of the engine and OUR creativity in using it to the fullest?

Asp

Posted: Sat Jul 25, 2009 9:01 pm
by Virion
the one posted by Acki was mainly a sarcasm.

Posted: Sat Jul 25, 2009 9:34 pm
by Lambda
mk.1 wrote:
Lambda wrote:That's the point, there is no way to proof if a screenshow was made with irrlicht or is taken from a game or made with another engine.
It's a matter of dignity
Yes, but not all the people cares about his dignity.

Posted: Sat Jul 25, 2009 10:23 pm
by Acki
Virion wrote:the one posted by Acki was mainly a sarcasm.
at least you got it !!! :lol:
no, just joking, I think there where some others too, like wITTus... ;)

the main problem is how would one prove if the screenshots are from own work using Irrlicht...

I'm sure all others are legitime participants and all their screenies are looking pretty good... :)

huh?

Posted: Sun Jul 26, 2009 12:47 am
by 3DModelerMan
Did I miss something? Wing64 entered using Irrlicht right?

Posted: Sun Jul 26, 2009 3:49 am
by BlindSide
Maybe we can stick a model saying "IRRLICHT3D" in all the scenes?

Or provide a demo with every screenshot?

Both of which wouldn't be appropriate for a large or commercial project, so they can't be necessary. But if you want to provide them to gain more credibility then go ahead.

I know wing64 is using Irrlicht, he struggled to get PSSM working and some other effects and now he is reaping the benefits.

Posted: Tue Jul 28, 2009 10:41 am
by wITTus
Image

:lol: :lol:

Posted: Tue Jul 28, 2009 2:19 pm
by Steel Style
Lol, I don't think that people would lie for that that not like the winner was rewarded by cash money.

Posted: Tue Jul 28, 2009 3:31 pm
by Virion
LOL wITTus you made my day :lol: :lol:

Posted: Thu Aug 13, 2009 1:12 pm
by wing64
Sorry for answer late. :? There are shaders used in Gothic scene.
1. PSSM for shadow mapping techniques -> http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
2. Normalmap with 4 lights -> 4 light normalmapping for animated meshes [C++/GLSL] http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21186
3. Phong and Lambert shader -> XEffects - Reloaded - New Release (V 1.2)
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
4. TGMs ShaderPack for basic shader fx eg. Bloom, Blur. -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21057
5. DOF -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18788
6. HDR from render monkey example (not perfect :-( and i hope next version of XEffect have this feature).
4. About polycount in this scene amount ~377,881 Triangles.
Thanks for interested us job. 8)

Posted: Thu Aug 13, 2009 3:55 pm
by m_krzywy
wing64 wrote:Sorry for answer late. :? There are shaders used in Gothic scene.
1. PSSM for shadow mapping techniques -> http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
2. Normalmap with 4 lights -> 4 light normalmapping for animated meshes [C++/GLSL] http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21186
3. Phong and Lambert shader -> XEffects - Reloaded - New Release (V 1.2)
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30631
4. TGMs ShaderPack for basic shader fx eg. Bloom, Blur. -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=21057
5. DOF -> http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18788
6. HDR from render monkey example (not perfect :-( and i hope next version of XEffect have this feature).
4. About polycount in this scene amount ~377,881 Triangles.
Thanks for interested us job. 8)
It's hard for me to combine them all :D Like using more than 1 shader at time. Have some problems with settingRenderTarget. :(

Posted: Fri Aug 14, 2009 7:53 am
by wing64
U can see a good example for combine various shader fx from XEffect.
Cheer. :D