PROFUSION - Detailed outdoor rendering engine
Posted: Sat Jul 08, 2006 11:02 pm
Hi, this is a 3d FPS project I started just a while ago, it's Irrlicht, but with many additions and tweaks.
I'm fairly new to C++, although I've used other languages, and am developing my skills
I am also an adequate artist
I've implemented dynamic clouds (morphing and optional day/night cycles), additional materials, newton ragdoll physics/primitive interactions, and recently, penumbral shadows.
It uses a custom parallax mapping shader to allow for more lights at once.
The focus of the engine is extremely detailed outdoor maps, with indoor areas. The terrain renderer is only partly finished.
here's some very old low-res screens of our engine modules:






















We're using a very unique slot-based map system, should work great.
This is a render of the blue CTF base we're using, which my friend made, the only piece of artwork I haven't made:

And inside that beauty


I'm fairly new to C++, although I've used other languages, and am developing my skills
I am also an adequate artist
I've implemented dynamic clouds (morphing and optional day/night cycles), additional materials, newton ragdoll physics/primitive interactions, and recently, penumbral shadows.
It uses a custom parallax mapping shader to allow for more lights at once.
The focus of the engine is extremely detailed outdoor maps, with indoor areas. The terrain renderer is only partly finished.
here's some very old low-res screens of our engine modules:






















We're using a very unique slot-based map system, should work great.
This is a render of the blue CTF base we're using, which my friend made, the only piece of artwork I haven't made:

And inside that beauty

