Page 16 of 18

Re: Post your Irrlicht gameplay video here

Posted: Tue May 07, 2013 5:33 pm
by wing64

Re: Post your Irrlicht gameplay video here

Posted: Fri Sep 27, 2013 2:54 pm
by Brainsaw
A little video of my current project, the Windows client for my "Sky of Verdun" browser game, played with the Oculus Rift. I had some problems integrating the Rift, but now it works. The battle is not really interesting because the other planes are all controlled by the stupid bot script, they just fly across the battlefield and try to avoid collisions (and most of the time they do ;) ).

http://www.youtube.com/watch?v=3mZ5esSl ... e=youtu.be

Re: Post your Irrlicht gameplay video here

Posted: Tue Oct 01, 2013 8:05 am
by greenya
Small demo video of a new Irrlicht Lime example - L18.LightningShots.
http://youtu.be/vZ3oMkXtpE0
P.S.: I use triangle selector for each ball to pick nearby triangles. To make lightning slide by triangles, i use Triangle.GetClosestPointOnTriangle() for each of them.

Re: Post your Irrlicht gameplay video here

Posted: Tue Dec 17, 2013 9:22 am
by Brainsaw
I spent the weekend "producing" a trailer for "the Sky of Verdun", my multiplayer dogfight game. The server is written in JavaScript running on node.js (Windows version included), and there is both a web- and a Windows client. The web client can be run in any browser supporting WebGL and Websockets (tested on Firefox for Windows, Linux and Android (although the plane can't yet be controlled on Android ;) )), the Windows client does (of course) use Irrlicht. The scenes in the trailer were captured from the replay function of the Windows client:

http://www.youtube.com/watch?v=AbcKy4oL ... e=youtu.be

Re: Post your Irrlicht gameplay video here

Posted: Tue Dec 17, 2013 12:39 pm
by CuteAlien
@brainsaw: Aah - can't concentrate on watching video while headbanging!

Re: Post your Irrlicht gameplay video here

Posted: Sat Jan 11, 2014 5:08 pm
by Escen
Finally after a year of silence I started to make a new version with bullet as physic engine. It drives a lot better compare to my previous versions...
Still a lot to do, got some shadow issues but it's fun already.

http://www.youtube.com/watch?v=4mCqM6xMVmM

Re: Post your Irrlicht gameplay video here

Posted: Tue Jan 13, 2015 1:32 pm
by kinkreet
This is an old demo, showing the third person camera and god rays as a post process

http://youtu.be/BUr1PZr-hYY

Re: Post your Irrlicht gameplay video here

Posted: Tue Apr 21, 2015 12:03 pm
by devsh

Re: Post your Irrlicht gameplay video here

Posted: Wed May 06, 2015 4:20 pm
by Escen
Hello Guys,

Re-ignite an older project I made a view years ago. Got some use for it again... but this time I'm going to add diagrams drawing to it.
Had some fps drop during recording and still have some quality rendering issues but getting somewhere.

So...under construction...

https://www.youtube.com/watch?v=_m5VKxHUP2M

it's related to this previous upload :
https://www.youtube.com/watch?v=bU2vX_KYw5Y

Re: Post your Irrlicht gameplay video here

Posted: Fri May 08, 2015 12:28 am
by devsh
I don't often complement people

But this is funking cool

Re: Post your Irrlicht gameplay video here

Posted: Fri Nov 06, 2015 12:44 pm
by Mel
An animation done with Irrlicht. I used it to prove some concepts about animation. It is pretty straight forward, i did the animation outside irr, and using skinned objects, i set up the whole animation. I added a particle system inside the engine, and pretty much that's it. It uses the fixed pipeline rendering.

https://www.youtube.com/watch?v=1DYob50YVVg

Re: Post your Irrlicht gameplay video here

Posted: Fri Nov 06, 2015 1:14 pm
by CuteAlien
@Mel: Wow, that looks pretty good! Also very smooth camera movement.

Re: Post your Irrlicht gameplay video here

Posted: Sat Nov 07, 2015 7:05 am
by Escen
That looks great!

Re: Post your Irrlicht gameplay video here

Posted: Sat Nov 07, 2015 10:17 pm
by Vectrotek
That.. is impressive! What did you model it with?

Re: Post your Irrlicht gameplay video here

Posted: Sun Nov 08, 2015 11:37 am
by Mel
Thanks! :)

I modelled it with 3DSMAX 2010 (the only one i can use to export things to X models, as the B3D exporter stopped working on 3DSMAX8, and the KW-X exporter gave me problems, with irr... :/)

The camera movement was created in 3DSMAX as well and i used dummy objects to track the camera positions and exported them as bones inside a .X file. Then, inside irrlicht, i made the camera follow them. While attaching the camera to a node (a joint in this case) is fairly easy, i had to track every camera target manually, as the target of the cameras isn't any node you can attach anywhere. And irrlicht did the whole movement interpolation that wasn't exported.

Then, everything is rendered with vertex colors for the background, 2 layer reflective mats and additive mats, and there are no lights in the scene.

This serves for instance, to create scenes externally, and make the engine play them as they were originally created, without the need to incorporate complex animation scripts on the program, as they are already created outside. Or perhaps to use those scenes as base, and create even more complex stuff inside the engine.