Page 49 of 104
Posted: Sat May 01, 2010 1:07 pm
by ent1ty
OMG somebody help, evil cubes are closin' on me!
They actually look a bit frightening, don't they?

Posted: Sun May 02, 2010 6:54 pm
by Cloudef
GUI Editor powered by AngelScript. Actually the UI for the editor is done by the editor itself, and the Editor is a Script..
Posted: Mon May 03, 2010 5:55 am
by Brainsaw
@Cloudef: that's nice. I would like to integrate AngelScript into my framework as well, do you provide the sourcecode of your project? Would be useful as a starting point and example.
Posted: Mon May 03, 2010 1:23 pm
by Cloudef
Yes, I will post the source and the editor when it's ready =)
As for AngelScript you could look into the Sirrf SVN and check how they intergrated the AngelScript
http://sourceforge.net/projects/sirrf/develop
Angelscript also comes with std::string add-on, but if you want to use Irrlicht's stringc template instead, I have binding here
http://flare.xenmedia.org/uploads/scriptstringc.tar.gz
Posted: Wed May 12, 2010 7:03 pm
by ent1ty
A little stress test with my tree system

The trees in the distance are billboards and for some reason they get different color... dunno why.
Posted: Thu May 13, 2010 1:23 pm
by ent1ty
Sometimes I just wonder what can one do without proper understanding of what is he doing
I'm not saying it is beautiful, but if this is what I can get with simple GLSL mix function, well... that rocks

Posted: Wed May 19, 2010 10:12 pm
by Mel
Some filtered 2D drawing... the BG is not realtime... for the moment...
The text is really not very visible. In the rendered to RTT approach it is more clear. At 800x600 the mip mapping doesn't kill the rendered text

Posted: Wed May 19, 2010 10:50 pm
by Jake-GR
@Mel: looking good, i just hope later i can make something half as good hehe
Posted: Wed May 19, 2010 11:19 pm
by Mel
I also hope it

Posted: Thu May 20, 2010 12:57 am
by ArakisTheKitsune
This project is currently called: Command and Conquer Deck Fight
It's developing for almost a year now, it's going slowly last months since I can't find enough free time. Since I am not graphical designer I can only show template graphic that I am currently using. Of course I am not here to earn screen shoot of the month

just to show that there is some one who make game of that type with Irrlicht. Oh and don't graphic fool you, there are more than 6000 lines of code beneath it. Congratulations all others that are posted before me, screen shoots looks amazing. And yes I have EA permission to use their graphic as long game stays free.

Posted: Thu May 20, 2010 3:24 am
by Dorth
Awesome! You've asked! Also, good luck

Posted: Wed Jun 23, 2010 2:57 am
by DtD

Just finished some post-processing stuff in my engine, here you see "ARES Glass", it blurs what is underneath the GUI later based on the GUI's alpha channel. Right now the alpha is getting messed up for the GUI, so I'll have to fix it later. (I belive it is the same as
the issue I explained here)
Posted: Fri Jun 25, 2010 5:45 pm
by nathanf534
that developer console looks really nice...
Posted: Fri Jun 25, 2010 6:28 pm
by DeM0nFiRe
ArakisTheKitsune wrote: And yes I have EA permission to use their graphic as long game stays free.
Did you really get like express, written consent from EA?
Posted: Sun Jul 04, 2010 10:51 pm
by Mel
Some postproduction effects without shaders involved
Bloom in Open GL
Motion Blur, in Direct X
