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Re: Build A World - new massive game, using Irrlicht

Posted: Thu Nov 20, 2014 1:07 am
by sodandk
vi arbejder bla. på våben og avatarer, skal nok blive sjovt i PVP mode.

på den tekniske side er næste version af tyngdekraft og vand snart klar.

tog og raketter, efter jul.

og så er vi ved at kridte skoene til denne VXGI, Voxel Global Illumination http://www.youtube.com/watch?v=fAsg_xNzhcQ
special designet til BAW...

og så har vi et undervisnings-hold igang med en BAW EDU.

Re: Build A World - new massive game, using Irrlicht

Posted: Thu Nov 20, 2014 2:04 am
by ralian
totally had to use google translate, but great! I look forward to those releases ;)

Build a world all the way!

Re: Build A World - new massive game, using Irrlicht

Posted: Thu Nov 20, 2014 4:23 pm
by sodandk
ralian wrote:totally had to use google translate, but great! I look forward to those releases ;)

Build a world all the way!
haha! ok, I must have been tired .. forgot to write english! :-D

We are working on weapons and avatars... PVP should be fun.

On the tech side, next version of gravity and water is soon ready.

Trains and Rockets after XMas.

and we are getting into gear, implementing VXGI, Voxel Global Illumination http://www.youtube.com/watch?v=fAsg_xNzhcQ
special tailored to BAW...

and we have an EDU team designing BAW EDU.

Re: Build A World - new massive game, using Irrlicht

Posted: Mon Nov 24, 2014 12:42 pm
by sodandk
great fun !

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Re: Build A World - new massive game, using Irrlicht

Posted: Tue Dec 02, 2014 7:09 pm
by devsh
big things coming :D

Re: Build A World - new massive game, using Irrlicht

Posted: Tue Dec 09, 2014 2:15 pm
by devsh
we're going deferred

Re: Build A World - new massive game, using Irrlicht

Posted: Tue Dec 09, 2014 9:04 pm
by devsh
All I can reveal right now is that its going to be Tiled Deferred Rendering (with 3-4 shading models supported) with actual tiling of the L-Buffer to allow for fatter/fuller specular. Its going to be Battlefield 3/4 style deferred made to work with DX 10.1 class HW

Re: Build A World - new massive game, using Irrlicht

Posted: Fri Dec 12, 2014 11:20 pm
by sodandk
Auto-import of large cities (now we need to add people and cars :-)

Full gallery: https://www.facebook.com/media/set/?set ... 875&type=1

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and a roman city

Full gallery: https://www.facebook.com/media/set/?set ... 875&type=3

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Full Throttle !!

Re: Build A World - new massive game, using Irrlicht

Posted: Sat Dec 13, 2014 6:35 pm
by Harch
devsh wrote:we used weighted average transparency as one of the options in game
This is ONE_TEXTURE_BLEND with alpha blending?

Re: Build A World - new massive game, using Irrlicht

Posted: Sat Dec 13, 2014 8:05 pm
by devsh
*facepalm*

Re: Build A World - new massive game, using Irrlicht

Posted: Sat Dec 13, 2014 9:56 pm
by sodandk
Now we need 2km viewdistance. In the spring/summer of 2015, BAW will have 2-4 KM (4000-8000 blocks) viewdistance.
(yes, we are working on it ...)

Full set: https://www.facebook.com/media/set/?set ... 875&type=3

Castle has 50 rooms, corridors and some secret passways ...

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Re: Build A World - new massive game, using Irrlicht

Posted: Tue Dec 16, 2014 11:39 pm
by sodandk
Experimental GIS Import of Holbæk 1x1 km

https://www.facebook.com/media/set/?set ... 875&type=1

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Re: Build A World - new massive game, using Irrlicht

Posted: Sun Dec 21, 2014 8:24 pm
by Harch
devsh wrote: we used weighted average transparency as one of the options in game
...
*facepalm*
Please explain what it is.
I get nasty transparency :(

P.S. I want to get the transparency that can be used on any video card. Weighted average transparency like only NVidia :( But I did not Nvidia, but it is displayed correctly in your game.

Re: Build A World - new massive game, using Irrlicht

Posted: Fri Jan 16, 2015 12:34 pm
by devsh
I think thats an actual arch, not a failure to render

Re: Build A World - new massive game, using Irrlicht

Posted: Sat Jan 17, 2015 2:10 pm
by devsh
We'll add voxel cone traced AO if that makes you happy