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.

Re: Post your Irrlicht gameplay video here

Postby Mel » Mon Feb 13, 2012 1:46 pm

Polished it a bit more... LiSPSM are working :) They need to be tweaked so it doesn't miss shadow casters (the current parameters are basically simple approaches to the optimal ones) but it is working as it is assumed to.

http://www.youtube.com/watch?v=L4roGXu4gOM

(Youtube disappoints me... that was recorded at 1280x720 @ 60 fps! why does it play at 30?! anyway, in the corner you can see the actual frame generation time, for reference, 16.667msec is 60fps, the lower this value, the faster framerate)
http://santiagong.daportfolio.com/
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Re: Post your Irrlicht gameplay video here

Postby Mel » Mon Feb 27, 2012 12:50 am

Okay, not mine, but this is some korean guy using the engine...

http://www.youtube.com/watch?v=OIVRKgS4RJM

Only one thing to say: F***ing KOREANS! :shock: :shock: It is great
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Re: Post your Irrlicht gameplay video here

Postby hendu » Mon Feb 27, 2012 7:34 am

The art is fairly good in general, but the effects look bad.

Mel, you're more than capable of achieving the same, no need to feel bad ;) It's more about the "they actually did it" factor, where there's wide areas done well.
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Re: Post your Irrlicht gameplay video here

Postby Mel » Mon Feb 27, 2012 9:58 am

Thanks, but sometimes it makes me wonder what is really important to make a game, until which point is important the technology and where is best to start to rely on the assets.
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Re: Post your Irrlicht gameplay video here

Postby hendu » Mon Feb 27, 2012 1:58 pm

I'd say do tech until you have a good idea, then work towards that, doing tech only when content requires it.
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Re: Post your Irrlicht gameplay video here

Postby Escen » Mon Mar 19, 2012 10:29 pm

Nice work!!
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Re: Post your Irrlicht gameplay video here

Postby Mel » Wed Mar 21, 2012 11:50 am

Excelent work, at least, it runs fluid (unlike some tanks game a friend of mine did with Unity... sure it looked nice, but it ran at 10 FPS at its best...) Good work!
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Re: Post your Irrlicht gameplay video here

Postby REDDemon » Wed Mar 21, 2012 8:56 pm

KTX exporter in action:
http://youtu.be/oZs21xda9lY

technically it is not a "gameplay" video :) hope that is not Off Topic
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Re: Post your Irrlicht gameplay video here

Postby wing64 » Sat May 05, 2012 10:11 am

ARSA Framework - PhysX ForceField.
http://youtu.be/Gy7YVm4wN7M

Scene made from arsa sandbox.
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Re: Post your Irrlicht gameplay video here

Postby greenya » Wed Jul 11, 2012 11:48 pm

Hi!
I made small demo using BulletSharp physics with my wrapper :roll:
http://www.youtube.com/watch?v=nK8nE5hLnmo

P.S.: sphere mass is 10 times greater than box mass. Physic simulation is done in separated thread from rendering. The fps in the video is capped by video capture program, without it its 200-300 in both threads.
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Re: Post your Irrlicht gameplay video here

Postby stefbuet » Thu Jul 12, 2012 11:28 pm

Regardless to the techdemo, the music is pretty nice.
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Re: Post your Irrlicht gameplay video here

Postby greenya » Wed Aug 15, 2012 7:55 pm

Hello!

Real-time stencil shadows with IrrlichtLime
http://www.youtube.com/watch?v=NgFxZX7saTQ

Shadow volume calculated in different thread. With animated meshes there is a problem - when we actually see the shadow, we see the shadow for some previous frame in the past, so the shadow a bit late, mostly its noticeable for fairy's wings. Also, for now, the most huge slowdown is when we get a lot of vertices (from shadow calculation) and we actually draw them - we send an array of managed vectors, which gets converted to unmanaged every single frame (just to draw them) - so this is fairly slow.

P.S.: native IShadowVolumeSceneNode has great method - setShadowMesh(), but would be great to have also something like setShadowVolume(const core::vector3df *triangles, s32 count) -- so we could simply specify already precalculated volume, and Irrlicht will draw it internally directly calling driver->drawStencilShadowVolume() and just passing our arguments.
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Re: Post your Irrlicht gameplay video here

Postby greenya » Sun Aug 19, 2012 4:42 pm

// I will double post if you don't mind :wink:

Hello again!
Small demo where i do generate a fractal with IrrlichtLime:
http://www.youtube.com/watch?v=sQSDJXHR5-U
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Re: Post your Irrlicht gameplay video here

Postby stefbuet » Sun Aug 19, 2012 5:30 pm

Are you using a shader ?
It looks like it's calculated square by square maybe with multithreading ?
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