Post your Irrlicht gameplay video here

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
wing64
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

@chronologicaldot: blendshapes used .obj, .b3d for skinned.
@christianclavet: Your game are great too. Nice animation.
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

How did you do the blendshapes?
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wing64
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

Compare ARSA Framework blend-shapes with maya blend-shapes.
http://youtu.be/-FrpJOYBDYg
Mel
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Re: Post your Irrlicht gameplay video here

Post by Mel »

It looks awesome... But that guy is drunk XD
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wing64
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

Thanks Mel
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

ARSA Framework: Voronoi Shatter + Camera Track
http://youtu.be/E4R4Usn__RI
Suvi
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Re: Post your Irrlicht gameplay video here

Post 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.
Brainsaw
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Re: Post your Irrlicht gameplay video here

Post 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.
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Suvi
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Re: Post your Irrlicht gameplay video here

Post 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.
Brainsaw
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Re: Post your Irrlicht gameplay video here

Post 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.
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wing64
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Re: Post your Irrlicht gameplay video here

Post by wing64 »

Zaros Real Battle (3D VS Fighting)
http://youtu.be/Grm9W-jzJDU
Mel
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Re: Post your Irrlicht gameplay video here

Post 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.
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hendu
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Re: Post your Irrlicht gameplay video here

Post 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.
wing64
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Re: Post your Irrlicht gameplay video here

Post 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
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