irrWeatherManager 0.0.5 - weather system for Irrlicht
irrWeatherManager 0.0.5 - weather system for Irrlicht
irrWeatherManager 0.0.5
irrWeatherManager is a weather system for Irrlicht to make it easy to get great-looking weather into your 3d worlds.
Library features:
- Realistic atmosphere (credit due to Pazystamo for original ATMOsphere; now with classes moved to respective files and cleaned up slightly, although mostly original, with some other modifications and additions and majorly improved media)
- 3D volumetric particle clouds (improved from Bitplane's cloud scene node to now be more like clouds, and also accepts lighting from the atmosphere. Also included is a new random generator and a couple extra functions, like setScale() to scale a cloud)
- Weather manager to easily access and manipulate the weather
- Random cloud and cloud layer generator
- Lightning using Sudi's CBoltSceneNode
- Much more; you'll have to try it to find out!
SDK includes:
- Pre-built library; Windows 32-bit MinGW GCC
- Pre-built example
- irrWeatherManager source code
- Example source code
Thanks to the code from Pazystamo and Bitplane that made this initially quicker to get produced. Enjoy, and please leave feedback.
Sourceforge page:
http://sourceforge.net/projects/irrweather/
Screenshots:
https://sourceforge.net/dbimage.php?id=288199
https://sourceforge.net/dbimage.php?id=288197
https://sourceforge.net/dbimage.php?id=288201
irrWeatherManager is a weather system for Irrlicht to make it easy to get great-looking weather into your 3d worlds.
Library features:
- Realistic atmosphere (credit due to Pazystamo for original ATMOsphere; now with classes moved to respective files and cleaned up slightly, although mostly original, with some other modifications and additions and majorly improved media)
- 3D volumetric particle clouds (improved from Bitplane's cloud scene node to now be more like clouds, and also accepts lighting from the atmosphere. Also included is a new random generator and a couple extra functions, like setScale() to scale a cloud)
- Weather manager to easily access and manipulate the weather
- Random cloud and cloud layer generator
- Lightning using Sudi's CBoltSceneNode
- Much more; you'll have to try it to find out!
SDK includes:
- Pre-built library; Windows 32-bit MinGW GCC
- Pre-built example
- irrWeatherManager source code
- Example source code
Thanks to the code from Pazystamo and Bitplane that made this initially quicker to get produced. Enjoy, and please leave feedback.
Sourceforge page:
http://sourceforge.net/projects/irrweather/
Screenshots:
https://sourceforge.net/dbimage.php?id=288199
https://sourceforge.net/dbimage.php?id=288197
https://sourceforge.net/dbimage.php?id=288201
Last edited by cobra on Fri Dec 17, 2010 3:58 am, edited 3 times in total.
This looks amaaazing ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Nice work cobra, thanks for posting it ![Smile :)](./images/smilies/icon_smile.gif)
With the updates you mentioned in the cloud types, are volumetric clouds, or any method of flattening the cloud bottoms on the list?
A sky full of volumetric clouds would slow things down a lot, but would result in some beautiful landscape stills and animations if you don't mind non-real time renders.
--Carl
![Smile :)](./images/smilies/icon_smile.gif)
With the updates you mentioned in the cloud types, are volumetric clouds, or any method of flattening the cloud bottoms on the list?
A sky full of volumetric clouds would slow things down a lot, but would result in some beautiful landscape stills and animations if you don't mind non-real time renders.
--Carl
you don't have to render the clouds each frame, u could just render them to a texture every few seconds.CarlS wrote:Nice work cobra, thanks for posting it
With the updates you mentioned in the cloud types, are volumetric clouds, or any method of flattening the cloud bottoms on the list?
A sky full of volumetric clouds would slow things down a lot, but would result in some beautiful landscape stills and animations if you don't mind non-real time renders.
--Carl
Well, in the future I want to have clouds like Flightgear 2.0's new cloud system:
![Image](http://flightgear.org/Gallery-v2.0/images/fgfs_screen_103.jpg)
I also plan on adding clouds like cirrus and storm clouds (including lightning and rain).
I'd like to make clouds that are only textured to a flat plane that is placed in the sky for more ground-based games that don't need thick clouds.
![Image](http://flightgear.org/Gallery-v2.0/images/fgfs_screen_103.jpg)
I also plan on adding clouds like cirrus and storm clouds (including lightning and rain).
I'd like to make clouds that are only textured to a flat plane that is placed in the sky for more ground-based games that don't need thick clouds.
my opinion: the cloud texture has to be more random and variation. it will look more natural that way.
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My co-working space: http://www.deskspace.info
Is it normal that the sun seem to move with the camera position? (for example it change a bit it's path when i go left or right)
It happen in the demo a bit but i tried to add the atmospheric scattering shader to it too and since it is based on the sun position, well, when i moved the camera i saw that everything moved with it too
, kinda strange.
It happen in the demo a bit but i tried to add the atmospheric scattering shader to it too and since it is based on the sun position, well, when i moved the camera i saw that everything moved with it too
![Shocked :shock:](./images/smilies/icon_eek.gif)
Last edited by Grz- on Mon Aug 16, 2010 9:24 pm, edited 3 times in total.