Screenshot of the Month November [Winner announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Best screenshot in November

Poll ended at Sun Nov 29, 2009 9:42 am

tecan - Luna Engine
0
No votes
Grz- - irrDesertDemo
0
No votes
3DModelerMan - Pingy screenshot
1
3%
andres - Tikal HUD test.
2
6%
andres - GrassSceneNode
13
37%
Firgof - Sudden Death
4
11%
Virion - Xenon World Editor
1
3%
devsh - geom shaders grass
1
3%
prchakal - Evangel
0
No votes
devsh - Parallax Occlusion Mapping with fin extrusion
2
6%
Serg88 - ghost house
0
No votes
randomMesh - Boids
1
3%
devsh - Jungle Book 2
9
26%
vins - editor
1
3%
 
Total votes : 35

Postby devsh » Tue Nov 10, 2009 10:58 am

just a word about what i will submit this month... I already started copying the trees

http://www.vimeo.com/2655700

wi can do crysis godrays and light scattering.. also fin extrusion as stated in GPU gems 3 with geometry shaders
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Postby devsh » Wed Nov 11, 2009 7:30 pm

Parallax Occlusion Mapping with fin extrusion :) having phun

Image
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Postby Eigen » Wed Nov 11, 2009 9:19 pm

Devsh, it's looking nice. You seem to know what you're doing. The texture looks a little stretched though ..
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Postby Virion » Wed Nov 11, 2009 9:53 pm

devsh does that increase the number of polygon?
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Postby devsh » Thu Nov 12, 2009 7:42 am

yeah by 2 on every triangle that is perpendicular to the camera...

it's not a lot trust me

for a 12 triangle cube it will be +8 best case and +16 worst but as the polycount gets larger and the mesh is irregular the fin polycount is much lower than the mesh's polycount

also a word on geometry shaders, on that grass demo I outputed 56 cloned triangles for every real triangle and still no change to FPS, while here i output only 2 trigs every triangle that is perpendicular.
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Postby devsh » Thu Nov 12, 2009 6:05 pm

also what you might find is that the fps is 5 when the edge occupies half the screen at 1600 resolution, but does not have any impact when the object is at sensible distance (when the edge was as close as in the screenshot the fps was 76)
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ghost house

Postby Serg88 » Sat Nov 14, 2009 4:34 am

i try a luck :)))
one of my first screenshoots, call him a "ghost house"
this is a great work of art, skip it - terrible sin:))

Image

click to enlarge
from Russia with love :))))
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Re: ghost house

Postby m_krzywy » Sat Nov 14, 2009 1:31 pm

Serg88 wrote:i try a luck :)))
one of my first screenshoots, call him a "ghost house"
this is a great work of art, skip it - terrible sin:))

Image

click to enlarge


detailmap3 <3
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Postby randomMesh » Sat Nov 14, 2009 2:59 pm

Hi,

i found time to work on my boids demo the last few days.

From the changes.txt:
Code: Select all
. compiles now with 1.6 and above
. fixed memory leak in Teleporter
. fixed memory leak in Forest
. new menu and options state.
. improved boids ai
. camera can now be inverted on the fly
. improved performance
. some minor bug fixes
. now uses Irrlicht's geometry creator for the boid meshes
. added more lights, app is more shiny in general
. cleaned the code a bit
. particle.bmp is now pot


And here's a random screenshot
Image
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Postby devsh » Sat Nov 14, 2009 9:41 pm

LAdies && Gentlemen....

I'm hi-jacking the competition

Image
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Postby BlindSide » Sun Nov 15, 2009 1:24 am

You need a better blur shader, dude.

Is that HDR or just a glow pass?
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Postby m_krzywy » Sun Nov 15, 2009 7:42 am

That's fake hdr? Ogre's method?
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Postby Virion » Sun Nov 15, 2009 8:01 am

the wood looks very flat even though it seems to have extrusion.
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Postby stefbuet » Sun Nov 15, 2009 9:46 am

God rays are cool :P
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Postby devsh » Sun Nov 15, 2009 10:16 am

its full HDR and i would like some constructive feedback.... and when i post images here they are blown up and therefore pixelised
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