Post your Irrlicht gameplay video here

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.

Postby Radikalizm » Thu Jun 09, 2011 7:18 am

greenya wrote:Small demo for my article (in russian) about LOD technique:
http://www.youtube.com/watch?v=gobgy9_AM98


Very interesting, is this completely dynamic on-the-fly LOD or is it pre-calculated?
Also, how does it look on non-spherical meshes? I've been doing research on a good LOD system for quite some time now, haven't implemented anything yet though, so it's always nice to hear how other people handled it
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Postby greenya » Thu Jun 09, 2011 7:40 am

Radikalizm wrote:
greenya wrote:Small demo for my article (in russian) about LOD technique:
http://www.youtube.com/watch?v=gobgy9_AM98


Very interesting, is this completely dynamic on-the-fly LOD or is it pre-calculated?
Also, how does it look on non-spherical meshes?


LOD meshes are static, i only calculate which one to show. There are 5000 planets in the scene with 7 levels. At level 0 its 20000 triangles, at level 6 - its 18 triangles. Updating is done with different time intervals (for distant objects updating less frequent). Also added visibility checking, by grouping all 5000 object into 216 sectors (it is 6^3). I get about 100 fps with release build with my c# wrapper.

p.s.: indeed, this is an example for Irrlicht Lime. For now only in svn trunk.
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Postby Mel » Thu Jun 09, 2011 5:53 pm

Congrats! It looks great, and very impressive. How do you decide which detail level show?
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Postby greenya » Thu Jun 09, 2011 7:43 pm

Mel wrote:Congrats! It looks great, and very impressive. How do you decide which detail level show?

Thanks!
I use simple array with distances, in the code it defined next way:
Code: Select all
readonly float[] lodDistance = new float[] {
      150, // LOD 0: 0 ... 150
      300, // LOD 1: 150 ... 300
      600, // LOD 2: 300 ... 600
      1200, // LOD 3: 600 ... 1200
      2500, // LOD 4: 1200 ... 2500
      6000, // LOD 5: 2500 ... 6000
      -1 // LOD 6: 6000+; value "-1" doesn't play any role,
      // because anything that is further than 6000 will stay at the last available LOD, which is 6
   };

I calc LOD for every single planet, BUT i do so with different frequences. I get about 17 fps when do it for all planets each frame, and i get 55+ fps if i calc LOD using different time intervals, i use next array:
Code: Select all
readonly uint[] updateIntervals = new uint[] {
      10,
      20,
      40,
      80,
      120,
      200,
      1500 };

This is one of the tricks i did to get good fps.

p.s.: source code (c#) and release build can be downloaded from http://www.irrlicht.ru/articles/2011/06 ... plelod.zip
p.s.s.: windows && dx9 && .net 4.0 && visual c++ 2010 redistr == must be installed to run exe.
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Postby Mel » Thu Jun 09, 2011 10:07 pm

Torque used an approach which i think would be better, and it is to base the detail on the size on screen of the rendered object. If it is over a certain size in pixels, switch to a larger detail.

That served for 2 purposes, first, if the object was close enough, would be bigger and it would have more detail, or else if the object was big enough, it would also gain detail, and inversely, if the screen resolution had to be reduced (because of bad performance, for instance) the rendered objects would also have less detail by default, because they occupied less pixels.

That can be achieved using the object's aabb transformed into view space, and making the measures there. But the distance approach is always valid :) Great job.
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Postby omaremad » Fri Jun 10, 2011 7:04 pm

Impressive tech and performance greenya :D
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If you want modern rendering techniques learn how to make them or go to the engine next door =p
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Re: Post your Irrlicht gameplay video here

Postby Brainsaw » Fri Jul 01, 2011 8:28 pm

I just uploaded a video of the IrrOdeCar demo (included in my IrrOde wrapper) that shows the autopilot I have added during the last weeks. All flying vehicles (i.e. planes and helicopters) do now have an autopilot that flies them all over the map. There are a couple of checkpoints on the map that they try to reach. The next checkpoint is picked by random. The airplanes are quite boring, they fly high enough to make sure they don't collide with the scene, but the helicopters use a lower altitude so they have to avoid flying into a hill. For me it is some fun to just start all airplanes and helicopters, sit back and watch ;).

Here's the link to the video: http://www.youtube.com/watch?v=Y5zzQlG0L3Y
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Re: Post your Irrlicht gameplay video here

Postby HerrAlmanack » Sun Jul 03, 2011 11:24 pm

ah yes i love watching AI. even if it is simple. i remember my first major AI. it was for shrimps in an ocean simulattion. i wasted a few hours just playing around with them and watching them swim around.
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Re: Post your Irrlicht gameplay video here

Postby Escen » Mon Jul 04, 2011 4:44 pm

some people asked to see my game in motion, so here it is:

http://www.youtube.com/watch?v=BKT8ThZp5NY
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Re: Post your Irrlicht gameplay video here

Postby ent1ty » Mon Jul 04, 2011 5:50 pm

Looks like slow motion to me... was that the desired effect?
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Re: Post your Irrlicht gameplay video here

Postby Escen » Mon Jul 04, 2011 6:06 pm

Looks like slow motion to me... was that the desired effect?


Not really, recording gives me a serious FPS drop. I'm already on the edge.
But I think It's still possible to gain some frame speed here and there...
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Re: Post your Irrlicht gameplay video here

Postby ent1ty » Mon Jul 04, 2011 6:40 pm

Still, what about frame independent movement?
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Re: Post your Irrlicht gameplay video here

Postby Escen » Mon Jul 04, 2011 7:23 pm

Yeah you're right, it's time to implement that, didn't take it serious yet, thanks...
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Re: Post your Irrlicht gameplay video here

Postby stefbuet » Mon Aug 22, 2011 9:33 pm

Alright, here is my game first ever video :P
Climbing Ball II

First part is in the editor : creation of a map
Sec part is gameplay thought few maps (including the one created)

Please read the video description for [a lot] more information about my project!
If you watch the whole 7min video, thanks in advance :wink:

http://www.youtube.com/watch?v=oXu-IXfGTR8

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Re: Post your Irrlicht gameplay video here

Postby Sudi » Mon Aug 22, 2011 10:34 pm

Nice game stefbuet. Looks aready quite polished.
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