Added: 4 years ago
From: clavetc
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  • Can I download the source code ??

    Please, I need sample to learn game programming :-(

  • i hate this shit music !!! everybody play this at his video ... -.- but your video ... nice ;)

  • didn't get what;s so interseting aout it. "walk simuklation" is a simple cos or sin function.

  • @alexgrinkov It's more than that! Yep, that's a sine movement for the walk, but I've added interpolation for the movement. So for me it's a much more realistic FPS control than the standard IRRlicht camera and worth showing. If I would follow your negatives comments, I would do nothing. What have you done on your side? Only complaining what others have done!?

  • how do you make that trees ? irrlicht don't load fine the png images to me, or i think that i made wrong the model :(

    some mail to write you , or are you in the irrlicht forum ?

  • @paulorr29 Theses are very cheaps trees as they are only billboards. The textures are using a alpha channel, but you need to tweak an option to allow the alpha channel to use the full range (IRRlicht use only half of the range by default, I complained about it, but they would not change it.)

  • I think one of the biggest drawbacks is that the engine doesn't support cube mapping or volumetric textures natively. Also, the need to recompile everything on modifications is also a bit problematic. I don't want to talk it down (I like the engine besides that things), but because of the absence of these features I switched to OGRE recently. But that's only my opinion and I encourage you to make your own decision.

  • @lanman132

    "the need to recompile everything on modifications is also a bit problematic" ? why do you need to modify the core of the engine? I understand doing it once (like stripping support for openg\l, for eaxmple),. and even that takes approx. just 10 minutes on my machine... if you mean adding extensions, then you don't need to recompile anything, simple 1-second linking...

  • @lanman132 You are right, IRRlicht have lots of limitations (Cube maps are only a begginning), but easy to work with and I'm using it to learn programming. The community is very active on it and it improve everyday. I've looked at Shiva that very similar to the Unity engine and think I would try to do a project with it. But for learning programming in C++, for me IRRlicht is a logical choice and would not change it.

  • I see irrlicht is quite popular, is it really that good though? What is its limit?

  • @ImmortalAcorn

    irrlicht has no liimits if you are familiar with shaders

  • @alexgrinkov , not sure about that... There is a current limitation of the vertex format, that limit a lot of thing for the engine. If you plan to use new technology with IRRlicht it may not work. The dev are thinking to improve that. So that could change in the future.

  • Actually quite good. You are using Visual Studio 2008 for this project I suppose, right? So, for the editor, you might give C++/CLI and Windows Forms a try. Just a recommendation. I thought, you might be interested, because Windows Forms is a lot easier to use in terms of event handling and stuff. If you are interested, just drop me a line (use the YouTube private message function).

    Anyway, keep up the good work!

  • Unity 3d better and easy. Why? Just luck: watch?v=i8tfX8UswgM

  • I've checked it before, but was Mac only at the time. The new version is for PC also, and bring new interest. Thanks.

  • This is a bad example of irrlichts capacities...

  • So it's bad without saying why? I'm saying that your telling me bullshit sir!

    I'm not demonstrating IRRlicht to promote it. I'm showing my own camera control here. Wake up!

  • also, the head tilt for corners and stuff needs to be slowed down for more realism, in my opinion. i think it would add to the script by slowing it down and making it more humanlike rather than trying to give yourself whiplash.

  • Yes, this can be ajusted. Just changing the value of the speed vector and should do what you need.

    When I will have more time, my next project with the camera mecanic is to integrate it in the IRRlicht source, so it can be called directly like the other functions.

  • that helps a lot in our decision making, thanks. tbh i have nothing to do with the actual graphics of our project, im based in the coding area.

    and yeah, we know the basics of the engine, we've done some research into it, but are still looking for some answers to some of our questions. thanks, again.

    any link to the camera rig script?

  • I've tried to put a link and it was blocked.

    Check for the first-king project on sourceforge. The source and binary is there

  • you wouldn't by chance be willing to share your codes for this would you? My "team" or w/e you want to call our group are looking into an engine, and it's between using python with blender3d or C++ with irrlicht to get the job done, and irrlicht is looking like a nice chunk of time removed from the work.

    BTW - what's the poly count for the models roughly? can high-res / xbox 360 style chars work? or is the crap character models seen in pretty much all the irr demos the best it gets?

  • This was my first "prototype" for the First-King project. Wanted to show what I want to do with camera mecanics. Code is available.

    IRRlicht support DirectX, OpenGL and even use a 3D software mode for video. It also handle shaders (GL and DX). So you can create any character you need. The IRRlicht community is mostly based from coders and they use public stuff it pretty far from the VISUAL quality the engine is capable of.

    You just have to remember that IRRlicht is a rendering engine.

  • Another thing to remember about IRRlicht, is that they only support Frustum culling at the moment. There seem to be a project right now to support PORTAL culling in the future, but it's not there yet.

    You'll have to manage your models manually, as creating LOD's, occluding them.

    They recently implement VBO (Vertex Buffer Objects) for DX and GL and this will greatly improve performance for static meshes (Environnements)

    You still have to had the other components to make a game engine.

  • Hey man that was uber awesome!!!

    I wish I could be at your level with C++ but instead I am just beginning(but I'm doing fine I understand everything so far :D)

    Could you roughly tell me how much time I should spend learning C++ in order to be able to understand Irrlicht and be able to modify it the way I want and slowly start making my own game? (btw I am pretty skilled with 3D design, precisely - Maya)

    Sorry if the question is stupid :)

  • Hi, You should first have a basic knowledge about programming in general. This could be attainned very fast if you have good ressources (web sites, book, friends...)

    Don't focus too much on graphic first, just start with the basics.

    Once you've getting familiar with the concepts, then you could delve a little more by starting with a complete language. C++ using OOPS (Object Oriented programming concepts) and can be quite long to fully understand.

  • Thank you very much for your reply

    Yes I am happy to hear that since I am doing great with having a basic knowledge about programming and understanding the way of thinking of a programmer :)

    and by the schedule of tutorials I watch I am pretty close to OO part(might be the next tutorial section) and I am not a bit afraid of it cause I know I will understand it, but I am just afraid of time :( I don't know if it is all worthy of it

    Anyways thanx again very much and keep an awesome work! :)

  • If you are persistent in your objectives, it will be worth it, because you will be able to produce something out of it. As I was able to do with my camera setup. I still have to improve it and clean the code, but at least now I can show everybody what type of camera mecanics I want to use in my game project.

  • Nice

  • i can make this...in gamemaker...with horrible graphics...and no cool effects...and giant lagg..

    good job tho, looks cool :)

  • TERRIFIC!!

  • FUCK :D I LOVE IT :)

  • HOLY FUCK !!! AWESOME !

    5 STARS !!!!

  • Very impressive! I think in the real game, you should use higherquality-textures and maybe a water shader ;)

    But I think you know this, saw your "anubis warrior" as well.

    One question, could you tell me how you did those lightmaps? Or maybe give a hint? My lightmaps just suck xD

    Regards & keep it on

  • Hi. This level is only a test level to show the Camera movements features.

    The level that will be used in "The First King" will be completely different, ligtmapped also, and with Normal/Specular maps for hardware that support shaders.

    For the Lightmapping, I use a specialized software that work very well, it's "Gile[s]". The version I use now is V.2.0 Beta

  • Can you teach me?

  • Wow! First answer is no, sorry. I can give you the source code, but you'll have to learn C++ basics first. Check some site with C++ tutorial. Myself, I'm not really what you could call a experimented programmer. Started last year and have only a few pratice so far. But lots of ideas... :)

  • nice work :)

  • i lvoe the music effiel 65 ftw!

    btw nice - im gonna check it out

  • Thanks.

  • I like :D

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