Ambiera ForumDiscussions, Help and Support. |
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I just prototyped a new feature for the upcoming release: It is not finished yet, but it looks nice already, I think. More info about this on my blog: http://www.irrlicht3d.org/pivot/... |
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Very nice. But Niko, the image quality is still similar with a 15-20 years old game. It's not suitable for a 2017 project. The following goals should be on the top of your "to do" list: - better lighting - better shaders - realtime shadows. - decent import formats (FBX for animated models is a must) The CopperCube projects must reach this image quality ASAP: http://necromanthus.com/Test/htm... best regards |
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Yeah! This is awesome! Actually for now, i'm using 3D model of grass with bone animation and i think its make work more faster! And this will be awesome if you make function like "Clone Terrain as Mesh" to make lightmap and after updates i can delete mesh, change or fix terrain and clone this as mesh again! And one more question: Can i make this "Wind move" on my tree, bush and flower models? |
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Woow.Nice Niko, That's Great but i need this feature too: Improved Physic Can Costumise the Loading Scene |
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Looks great! |
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Are these animations pre built with the CCube trees, or can this be applied to any static Meshes? How much does this impact performance? Just for arguments sake how much impact does 20 swaying trees have on targets like webGL or Android? Maybe if possible add some JS methods /Actions that can enable disable this feature within the game. |
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Hey its something I was looking for cool! Can you add texture opacity so we can overlay different textures like in unity 3d. Also add normal mapping and specular mapping to the ground. |
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Nice feature ! |
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Are these animations pre built with the CCube trees, or can this be applied to any static Meshes? Works with everything. If you have something using the Alpha channel blending material, it is just a checkbox to click. wrote: How much does this impact performance? That's the nice thing about it: No performance impact at all. Nothing. Works directly in the vertex shader, it is just two instructions more, causing nearly nothing. |
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Looks really nice :) |
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Looks very nice Will wind direction effect taken into consideration applied on water as well to be more realistic ? |
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wrote: Works with everything. If you have something using the Alpha channel blending material, it is just a checkbox to click. Awesome, too bad I made my trees from billboards. :P A cool feature for next project then. |
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So, basically we will have a "Wind" now... It will be great if we can define strength and direction ... and it will be cool enough to create wind for specific area just like the water surface. chose height and width for the wind area... it will help us to create tornadoes and hurricanes.. just add a a wind of for example 100X30 height and width and apply every few seconds rotate and we will have our tornado ready... and it will be cool enough to add texture to.. add some debris and wreck texture and it will look great.. anyway i don't know much what @niko has made till now.. maybe it is just used to animate static materials of models.. But it just Looks great... Eager to use this in my projects... |
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Wow, really nice |
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Any idea when this feature might release? It looks super cool! |
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