SiO2's Irrlicht Demos

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sio2
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SiO2's Irrlicht Demos

Post by sio2 »

Update: If the images in this post are missing and the links don't work then the host website is down (again). Apologies!

Here's my collection of Irrlicht-based demos made between 2006 and 2007. See the readme in each demo zip for more details. These demos were previously available from my sio2.g0dsoft.com website but that's down for maintenance so I'm listing them here until I can rebuild my website. Please note that some demos may include source code that used an earlier version of Irrlicht and may require minor modification to compile and run with later versions of Irrlicht.

Click on the demo name to download the demo zip.


Animated Fur
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BSP Collision
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City Driving - Game Engine Demo
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Depth Of Field
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Fade Mesh - mesh translucency
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Fur
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Game Engine Demo
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Hardware Raytracing - DirectX 9
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Hardware Raytracing - DirectX 9
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Hardware Raytracing - DirectX 9, Shader Model 3
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Hardware Raytracing - DirectX 10
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Hardware Skinned Mesh
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Sound Listener for irrKlang
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Island Demo
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Kitty Cat - cute animated kitty with fur rendering
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Mandebrot Fractal
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Motion Blur
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Meet Thy Doom! - Doom3 MD5 animated meshes
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MultiAnimation - Microsoft DirectX SDK sample implemented in Irrlicht
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Reflective Water
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Reflective Water - demo 2
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Refraction
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Toon Shader
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Last edited by sio2 on Sat May 04, 2013 11:07 am, edited 2 times in total.
smso
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Re: SiO2's Irrlicht Demos

Post by smso »

sio2, which of the demos come with source code? I'm very interested in those demos.

Regards
smso
Virion
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Re: SiO2's Irrlicht Demos

Post by Virion »

it's nice to see all these demos again. i've been in this forum for many years and I remember seeing your demos before and it really impressed me a lot and motivated me to work harder in game programming and 3d graphics. :) should put these into the official gallery as well. :D
teto
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Re: SiO2's Irrlicht Demos

Post by teto »

awesome ! thx a lot
Using trunk with mingw/gcc 4.6, Windows 7 64 bits driver opengl
robmar
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Re: SiO2's Irrlicht Demos

Post by robmar »

Hello SiO!

Please let us view your source code for the raytrace demos!!

You´re torturing us! ;)
REDDemon
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Re: SiO2's Irrlicht Demos

Post by REDDemon »

does you use dual paraboloid mapping in the raytrace demo with shadows?
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robmar
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Re: SiO2's Irrlicht Demos

Post by robmar »

From what I´ve read, the ray trace demos are based on NVidias sample code. Also, some of the demos are converted from OGRE 3D, which has some really good stuff. All the sites that had SiO2´s source have had it removed, or the links are broken. I guess we´ll just ahev to redo the demo from the nVidia samples...
Mel
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Re: SiO2's Irrlicht Demos

Post by Mel »

REDDemon wrote:does you use dual paraboloid mapping in the raytrace demo with shadows?
I don't think so, having the posibility to raytrace stuff there is no need to mess with dual paraboloid mapping.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
REDDemon
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Re: SiO2's Irrlicht Demos

Post by REDDemon »

so the reflection is not raytraced?
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Mel
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Re: SiO2's Irrlicht Demos

Post by Mel »

No, it is raytraced too, that is why dual paraboloid maps aren't needed there. everything is raytraced, (shadows, reflections...) even the spheres are raytraced, they have no faces. The proof is that you can get close to any surface and it never will show any hint of aliasing nor faceting. The map based methods show some aliasing sooner or later. but the raytrace is an aliasing free method, well, in the demo, it could cast more rays to calculate the antialiasing on the edges of the objects, but that is not the aliasing i am talking about.

Anyway, it is pretty impressive.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
robmar
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Re: SiO2's Irrlicht Demos

Post by robmar »

So what´s the issue with the source code for the demo? Do we have to pay to see it? lol
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