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Posted: Wed Feb 16, 2011 12:22 am
by Mel
No, sometimes so much acronyms can be annoying. But that is what technology has.

With regard to highligting the best features of my screens... Mmmm... i think you do that much better than me :D

Besides, that is a somewhat subjective opinion, some may find good things outside the places where i pointed. For instance, you seem to be missing the antialiasing the image has :lol:

Posted: Mon Feb 21, 2011 2:27 am
by sudi
created a little explosion effect with irrlicht.
Video:
Image Image

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Image

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Posted: Mon Feb 21, 2011 2:59 am
by Radikalizm
@Sudi:

That looks awesome :D Any chance of seeing it in a game(demo)?

Posted: Mon Feb 21, 2011 4:50 am
by Virion
Radikalizm wrote:@Sudi:

That looks awesome :D Any chance of seeing it in a game(demo)?
yeah that looks really cool! or maybe a video?

Posted: Mon Feb 21, 2011 5:03 am
by sudi
Virion wrote:
Radikalizm wrote:@Sudi:

That looks awesome :D Any chance of seeing it in a game(demo)?
yeah that looks really cool! or maybe a video?
there are two videos in the post

Posted: Mon Feb 21, 2011 1:53 pm
by Virion
Sudi wrote:
Virion wrote:
Radikalizm wrote:@Sudi:

That looks awesome :D Any chance of seeing it in a game(demo)?
yeah that looks really cool! or maybe a video?
there are two videos in the post
didnt saw it :oops: looks awesome :D

Posted: Mon Feb 21, 2011 7:13 pm
by cobra
Sudi wrote:created a little explosion effect with irrlicht.
Video:
Image Image

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Image

Uploaded with ImageShack.us

It looks like you're using SPARK, and it also looks like for the base of it you're using the explosion effects from the SPARK explosion demo.

I ported the explosion demo effects to work with Irrlicht for my game, too. :wink:

SPARK Particle Engine is really nice.


Anyway, these are pictures from five months ago during the early SPARK implementation that I started:


Image
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Posted: Mon Feb 21, 2011 7:57 pm
by sudi
actually no its not spark or spark related. i just got sick of the irrlicht particle system so i created one that works better.
I followed an article on gamedev on how to create such an effect. i then wrote a particle system that supports the needed features.

http://www.gamedev.net/page/resources/_ ... fect-r2701

but my effect is missing some serious color correction...i really suck at art...

Posted: Mon Feb 21, 2011 8:15 pm
by devsh
SERIOUSLY PEOPLE.... USE SOFT PARTICLES!

Posted: Mon Feb 21, 2011 8:36 pm
by cobra
devsh wrote:SERIOUSLY PEOPLE.... USE SOFT PARTICLES!
A finished game is far more important than soft particles.

If more people would figure this simple fact out, there would be less incomplete projects with "good" graphics. :)

Posted: Tue Feb 22, 2011 3:10 am
by Lonesome Ducky
Soft particles isn't worth a depth pass if you aren't already using one.

Posted: Wed Feb 23, 2011 9:32 am
by Mel
cobra wrote:
devsh wrote:SERIOUSLY PEOPLE.... USE SOFT PARTICLES!
A finished game is far more important than soft particles.

If more people would figure this simple fact out, there would be less incomplete projects with "good" graphics. :)
It also happens that games with good graphics need much more time to finish properly.

Posted: Fri Feb 25, 2011 6:54 pm
by devsh
SSAO+SSGI bitches!
Image
The following are darker to show the GI
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Image

Posted: Fri Feb 25, 2011 9:27 pm
by Radikalizm
@devsh: why not post an end result instead of just the result from you technique? a screenshot with only SSAO calculation and indirect lighting looks pretty boring, and I'd be interested to see this in a complete scene

Posted: Fri Feb 25, 2011 9:48 pm
by loki1985
Radikalizm wrote:@devsh: why not post an end result instead of just the result from you technique? a screenshot with only SSAO calculation and indirect lighting looks pretty boring, and I'd be interested to see this in a complete scene
i had the same idea after seeing the screens. i will try to put it in a way which equals devshs own charming way to express constructive criticism:

SERIOUSLY DEVSH... USE TEXTURES!