i wanted to tell irrlicht community about my current project: adding a volumetric cloud rendering and simulation system to my irrlicht using 3d game:
http://www.gameprogramming.de/renkel/po ... .php?id=30
you can see a short sample video of my realtime cloud simulation here:
http://www.youtube.com/watch?v=I4CARjJnLBE
![Image](http://www.gameprogramming.de/renkel/portfolio/images/works/2012-09__cube-runner_cloud_system1.jpg)
the simulation creates size independent cloud systems (think of boxes) in which clouds can move, a game world can then have multiple systems that are only rendered when their bounding box is visible. the rendering is done via the 3d engines main thread, while the cloud simulation of the multiple systems is done in one simulation thread that manages the simulation of all cloud systems.
on my core i7 870 + gtx 470 (bought 2010) these are the stats:
-simulating one (medium sized) cloud system for one iteration step: ~15ms
-updating the render data: less than 1ms
-rendering in 1280x720 (camera outside of clouds): 1500+ fps
-rendering in 1280x720 (cemera inside of clouds, lots of overdraw): 800fps
i wrote this tech demo in one week (60+ hours) to celebrate the start of my 9 1/2 weeks game development only time (yay, away from my dayjob!).
if you want to see more of my games visit:
http://www.ludocrazy.com/