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Re: SCPCBIrrlicht

Posted: Sun Sep 13, 2015 7:39 pm
by AgentParadox
juanjpro wrote:-snip-
The lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.
Shiiiny.. Lol

Re: SCPCBIrrlicht

Posted: Sun Sep 13, 2015 9:17 pm
by Hubbawubba64
juanjpro wrote:
Spoiler
Image
The lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.
Am I just imagining things, or does the lighting look tinted?

Re: SCPCBIrrlicht

Posted: Sun Sep 13, 2015 9:19 pm
by juanjp600
The lights in the start room have a slight reddish-orange tint.

Re: SCPCBIrrlicht

Posted: Mon Sep 14, 2015 12:10 am
by mrpeanut188
Hey, this is god's work Juan. I just went to the repo today, and I'm going to try compiling it. I'm an ideas guy so I'll probably think of a badass idea, make one feature of it and then abandon it forever.

Re: SCPCBIrrlicht

Posted: Mon Sep 14, 2015 1:00 am
by juanjp600
Looking forward to whatever you come up with.

Re: SCPCBIrrlicht

Posted: Mon Sep 14, 2015 3:04 am
by mrpeanut188
juanjpro wrote:Looking forward to whatever you come up with.
Yeah, getting a compile error with Irrlicht though since I only have the DirectX SDK for 10 and above since I run Windows 10, and all the official SDKs have been removed by Microsoft, so I'll have to do some searching.

Re: SCPCBIrrlicht

Posted: Mon Sep 14, 2015 3:34 pm
by juanjp600
The project uses OpenGL. DirectX isn't needed at all, unless you're planning on rewriting the shaders in HLSL.

Edit: working lockrooms

Re: SCPCBIrrlicht

Posted: Wed Sep 16, 2015 8:46 pm
by AgentParadox
juanjpro wrote:working lockrooms
Awesome! :D

Re: SCPCBIrrlicht

Posted: Fri Sep 18, 2015 11:02 pm
by ricky_daniel13
You probably already explored the Irrlicht forums but I found some things that could be helpful

Shadows, SSAO and post-procesing effects. Considering the game mostly dark enviroments, Ambient Occlusion could be even more beneficial to the graphic aspect than actual shadows...
http://irrlicht.sourceforge.net/forum/v ... =6&t=30631

Deferred Lighting, particles and Varius kinds of mapping (Well, two, normal and parallax)
http://irrlicht.sourceforge.net/forum// ... 3&start=45

Re: SCPCBIrrlicht

Posted: Fri Sep 18, 2015 11:12 pm
by juanjp600
Shadow mapping is already implemented but it won't be used everywhere for the sake of performance. Normal mapping is already implemented.

I will try adding SSAO soon. I'll also add deferred lighting since that is really important for the lighting of dynamic objects. I can't get things to look right with just 4 lights.