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| Vote for your favourite! |
| Escen - OverHeat |
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5% |
[ 3 ] |
| Kysen - ZoE Clone |
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9% |
[ 5 ] |
| m_krzywy - At the Water |
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3% |
[ 2 ] |
| Seven - IrrEditor |
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0% |
[ 0 ] |
| sio2 - Quake3 BSP SceneNode |
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7% |
[ 4 ] |
| Yoran - Realtime Dynamic Office |
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3% |
[ 2 ] |
| Mel - KaoS in HDR |
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27% |
[ 14 ] |
| wing64 - The Gully |
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17% |
[ 9 ] |
| FuzzYspo0n - ShadowRacer |
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21% |
[ 11 ] |
| devsh - God Rays |
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1% |
[ 1 ] |
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| Total Votes : 51 |
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| Author |
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hybrid Admin
Joined: 19 Apr 2006 Posts: 9757 Location: Oldenburg(Oldb), Germany
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Posted: Wed Aug 19, 2009 7:29 am Post subject: Screenshot of the Month September [Winner announced!] |
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Update: The winner is Mel with KaoS in HDR!
Nice work everyone, the new screenshot gallery is coming along nicely!
Escen - OverHeat
Kysen - ZoE Clone
m_krzywy - At the Water
Seven - IrrEditor
sio2 - Quake3 BSP SceneNode
Yoran - Realtime dynamic office
Mel - KaoS in HDR
wing64 - The Gully
FuzzYspo0n - ShadowRacer
devsh - God Rays

Last edited by hybrid on Tue Nov 17, 2009 12:59 pm; edited 3 times in total |
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Escen
Joined: 19 Jul 2009 Posts: 24
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Posted: Sat Aug 22, 2009 11:19 pm Post subject: |
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OverHeat
Finally, there's one race I can win.
Not finished yet, but getting somewhere. Build around Newton and used OIS for steering.
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Adler1337

Joined: 09 Aug 2008 Posts: 213 Location: The Matrix
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Posted: Sun Aug 23, 2009 3:23 pm Post subject: |
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That looks awesome  _________________ It's not a bug, it's an undocumented feature. |
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devsh

Joined: 09 Dec 2008 Posts: 676 Location: UK
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JP

Joined: 13 Sep 2005 Posts: 4492 Location: UK
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Posted: Mon Aug 24, 2009 7:51 am Post subject: |
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waaant tooo plaaaaay! _________________
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Kysen

Joined: 29 Aug 2009 Posts: 4 Location: UK
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Posted: Sat Aug 29, 2009 12:16 pm Post subject: |
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Project doesn't have a name (can call it ZoE clone) but it is based off my favorite mech game, Zone of the Enders 2nd Runner.
BulletPhysics
Bitplane's CBeamNode class
IrrEdit
Runs at 60fps(capped), still trying to fix some slowdown issues when multiple objects get hit. Enemy code and graphics need implementing.
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B@z
Joined: 31 Jan 2008 Posts: 660
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Posted: Sat Aug 29, 2009 1:29 pm Post subject: |
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wow its cool!
i hope youll make it soon! _________________
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m_krzywy

Joined: 04 Nov 2006 Posts: 133
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Posted: Sun Aug 30, 2009 12:56 pm Post subject: |
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Don't know if my screens fit the category..
On my laptop:
C2D 2,5GHz, GeForce 8600M GT, 4GB Ram.
Using: DavidJE13's postprocessing, sio2's water, CCloudSceneNode.
Last edited by m_krzywy on Sat Sep 05, 2009 9:38 am; edited 6 times in total |
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FuzzYspo0N

Joined: 03 Aug 2007 Posts: 889 Location: South Africa
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m_krzywy

Joined: 04 Nov 2006 Posts: 133
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Posted: Sun Aug 30, 2009 2:24 pm Post subject: |
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| FuzzYspo0N wrote: | | They do fit, thats looking cool m_krzywy. Also only one screenshot can be entered per project if im not mistaken. |
One of them deleted. |
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Seven
Joined: 14 Nov 2005 Posts: 373
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Posted: Sun Aug 30, 2009 3:15 pm Post subject: |
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my game editor. uses IrrPhysx, IrrKlang, angelscript. and lots of scenenodes from around the forum. thanks to all for these items.
Game core is scriptable, with objects housed in individual DLL files. Objects are fully physx loaded and interact with each other. Currently using state machines for character intelligence. Objects can be added at runtime with no recompiling of game core, so entire game worlds can be built inside the editor and distributed easily. The Editor interacts through the use of object properties.
The MFC app is used as the DM interface, while game players run fullscreen IrrLicht windowed apps. Everything is working well.
anyhow, my only visual to this competition. I enjoy working with IrrLicht and finally have a program that I enjoy using / playing.
http://www.imagefrog.net/out.php/i35178_IrrEditor.JPG |
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Mel
Joined: 07 May 2008 Posts: 405 Location: Granada, Spain
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Posted: Sun Aug 30, 2009 4:39 pm Post subject: |
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That ZoE clone looks really nice!  _________________ http://santiagong.daportfolio.com/
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt |
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sio2
Joined: 21 Sep 2006 Posts: 945 Location: UK
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Posted: Mon Aug 31, 2009 1:25 pm Post subject: |
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This screenshot is of my pre-alpha work-in-progress Quake3 BSP SceneNode. I'm using unmodified Irrlicht from SVN.
The scenenode uses the visibility data from bsp levels, sorts by material, parses material scripts (parser is a separate class), and utilises the 32-bit meshbuffer support of the SVN source.
The map has 176,000 verts and 2300 bezier faces.
Quake3 Map credit: "Chartres" by QkennyQ.
 _________________ Irrlicht Demos: http://sio2.g0dsoft.com |
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hybrid Admin
Joined: 19 Apr 2006 Posts: 9757 Location: Oldenburg(Oldb), Germany
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Posted: Mon Aug 31, 2009 1:54 pm Post subject: |
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Wonderful map, ver impressive. What's the FPS for this one? Do you use VBOs for the geometry?
BTW: This month will be one of the hardest choices IMHO, it's really very high quality submitted so far. Really cool  |
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Mel
Joined: 07 May 2008 Posts: 405 Location: Granada, Spain
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Posted: Mon Aug 31, 2009 10:21 pm Post subject: |
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Indeed, seems that VBO's make a diference  _________________ http://santiagong.daportfolio.com/
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt |
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