Irrlicht Engine
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Re: Irrlicht Engine
Posted by Forceflow on Wed May 18th at 8:25pm 2005


For those who don't know the IrrLicht Engine: it's a free open-source high-performance 3d-engine, capable of rendering nice scenes.

More info on http://irrlicht.sourceforge.net/

They've got a vid on the site showing off a new feature for the next version: parallax mapping. This is some sort of technique (Andrew or Reno might give more accurate/technical description) that gives normal textures 'depth' by performing some kind of special bumpmap effect on them.

Here are some screens from the video you can download from the website:





That's a pretty cool effect for a free engine, no ?





:: Forceflow.be :: Nuclear Dawn developer



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Re: Irrlicht Engine
Posted by Edge Damodred on Wed May 18th at 8:51pm 2005


You'd actually be surprised how powerful free/open source engines are. The thing that really separates them from professional engines are the tools to easily implement those features and debug them.

For those interested in Parallax mapping, I found this link from a gamedev.net article.

http://graphics.cs.brown.edu/games/SteepParallax/index.html




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Re: Irrlicht Engine
Posted by rs6 on Wed May 18th at 10:24pm 2005


the Source HL2 engine is capable of that too, i read somewhere, just not enabled like HDR.



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Re: Irrlicht Engine
Posted by ReNo on Thu May 19th at 12:55am 2005


Exactly as forceflow said, parallax mapping is essential a special form of bump/normal mapping that gives surfaces added depth. I don't know exact details so if people know better please do correct me, but I'll attempt to give some sort of explanation.

Bump mapping gives each texel a depth value. A texel is essentially a pixel on the texture - therefore if you put a 256x256 texture onto a 256x256 surface at a 1x1 scale, there are 256x256 texels on the surface, whereas at 2x2 scale there are 128x128 texels. Normal mapping (a further development of bump mapping) gives each texel not only a depth value, but a normal vector. This normal vector stores the direction that each texel is facing, which allows for the surface to react to different light directions as if it featured far more geometric detail than it actually does. Parallax mapping, as far as I am aware, lets the surface not only react to the way each texel is facing, but react to the other texels as well. For example, imagine a texture has a single block that protrudes outwards from the rest of the surface the texture represents. This texture could be applied to a single face on a brush, and even with normal mapping if viewed from the side it would appear to be flat (even if the texels recieved realistic lighting due to how they are portrayed to "face" with normal mapping). Parallax mapping lets each texel be rendered based on its depth and the direction it faces. This bump in the texture would now block out texels that would realistically be behind it from the current viewpoint of the camera, as well as being lit realistically. This lets bumps be rendered over texels that would actually be hidden behind them, giving surfaces actual depth even if they are made of very few polygons.

I'm mildly drunk and not 100% on the theory behind the technique, so this may not make much sense the way I have explained it. I guess the best idea would be to read up on the link Edge provided - I'm sure it covers things both better and more accurately than I have!






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Re: Irrlicht Engine
Posted by Addicted to Morphine on Thu May 19th at 2:07am 2005


Is it just me or do those shots look mildly cartoony? Like cell-shaded?




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Re: Irrlicht Engine
Posted by Madedog on Thu May 19th at 5:39am 2005


Well... it's similar to Quake3 engine I daresay... lots to make progress of...like realism <img src=" SRC="images/smiles/icon_biggrin.gif"> They are getting there, but Source is already closer to this. U3 engine, though, it is a breakthrough in the gaming industry. At least it should be... <img src=" SRC="images/smiles/icon_rolleyes.gif">
Anyway, it has a long time to develop...



HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: Irrlicht Engine
Posted by Forceflow on Thu May 19th at 5:54am 2005


? quote:
Is it just me or do those shots look mildly cartoony? Like cell-shaded?


Those are screencaps I took from the vid. Might be a bit different, you should watch the video, it's only 1 mb.



:: Forceflow.be :: Nuclear Dawn developer



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Re: Irrlicht Engine
Posted by Addicted to Morphine on Thu May 19th at 1:55pm 2005


I just watched it and I still think it looks cartoony. But perhaps its just that setting where everythign is made of cobblestone.




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Re: Irrlicht Engine
Posted by SaintGreg on Fri May 20th at 2:29pm 2005


Reno - basically the way I understand it is that it takes the normal vector from the normal map and then offests the texels based on that and the view vector. So as you move views the actual texels appear move on the surface giving it depth.



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