Ogre WIP and random screenshot thread (for everyone!)

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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dark_sylinc
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by dark_sylinc » Thu Apr 17, 2014 8:11 pm

Kojack wrote:Although it does mess with my head every time I see the debug panel with values like average fps: 15.2, best fps: 759.5, worst fps: 2230. :)
I'm guessing avg fps is really avg ms, but then best and worst don't make sense (if they are ms, best should be below average. If they are fps, worse should be below best).
Clearly one of those numbers is telling the number of batches or triangles, instead of framerate stats.
Zonder wrote: What are the artifacts from on the edges on the sphere?
They're not actually artifacts, that's how fresnel reflections work. However it seems at the very edge some values is going waaay too high, may be I'll have to dampen them. I suspect there could be Nans too.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Sat Apr 26, 2014 12:32 pm

Image
My first attempt at Sketchup skp file loading directly within an Ogre app, using the C++ api. No exporting, no ruby. I don't have materials supported yet, this is just a first test. The API isn't very well documented.

Image
A point cloud scan of a quarry for someone on the Oculus VR forum. I rendered it using point sprites.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Mon Apr 28, 2014 6:50 am

Someone on here asked how to do this last night, but then deleted their post. So I'll put it here. :)

[youtube]YJA03ZBz4oU[/youtube]
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Mon May 05, 2014 8:56 pm

Getting closer to the new oculus sdk 0.3.1 render method working. Dark Souls 2 isn't helping. :)
The weird effect is expected, the eye distortion shapes are actually meshes in the same scene as the everything else, so each eye camera can see both meshes, so it goes recursive.
Next step is to get the meshes rendering without being added to a scene manager (SceneManager::manualRender).

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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Tue May 06, 2014 4:32 pm

My fire ninja fell over, idling in pain on the floor. :(

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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by xelon » Tue May 06, 2014 10:11 pm

Kojack wrote:My fire ninja fell over, idling in pain on the floor. :(
Poor guy :D, that's what he gets when messing with Euler
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by TheSHEEEP » Fri May 30, 2014 9:45 am

I just couldn't resist...
I found that funny even before I added the music.

[youtube]vGbf_xogQzw[/youtube]
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Klaim » Fri May 30, 2014 11:50 am

Even if it was predictable before cllicking play,
even if it's only pure nostalgia...



... it made me laugh. :lol:
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Sat Jun 14, 2014 3:28 am

Some of my attempts at voxel rendering.

Image Image Image Image Image
Image Image Image Image Image

Those big cubes are 256x256x256 voxels. I think the wave one (sin(r)/r) was 256x128x256.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kojack » Sat Jul 26, 2014 5:05 am

Kinect 2 for Windows time.

Image Image

That's an ogre program that captures a point cloud using the depth and colour channels of the Kinect 2.
The point size is being manually controlled by me, so some points may be too big or small.

Of course I decided to capture outside (apparently the kinect has trouble with direct sunlight messing with it's depth, so that's the worst case), but it still works pretty good.
It's not real time, takes a few seconds to capture, because I'm in debug mode (this is ogre 2.0 and my release build is only showing pink for some reason), plus the capture also writes the point cloud to a .ply file for opening in blender or similar.

I also have a real time depth channel applied to a quad so I can see what it's doing.

Next will be playing with the skeleton tracking. Dancing sinbad soon?

As I've said many times in the last week, I'm still ****ing annoyed that it's windows 8 only. I love my surface pro 2, but using it to do development is more of a travel thing (write code on the train or in a cafe). I don't want to code on it when it's sitting next to my $4000 dev machine. Plus with the kinect plugged in, I can't also connect a mouse and mechanical keyboard (K95 or black widow), because I don't have a usb 3 hub (only usb 2).
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by frostbyte » Sat Jul 26, 2014 10:32 pm

maybe this will help...http://msdn.microsoft.com/en-us/library/jj663795.aspx
looks cool...sinbad danced enough....time to make ninja dance.... :)
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by rorschach » Sun Jul 27, 2014 9:01 am

My technical demo and [WIP] RTT game.

More at: http://ogre3d.org/forums/viewtopic.php?f=11&t=81444

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Image
Last edited by rorschach on Sun Sep 14, 2014 8:08 am, edited 1 time in total.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by DarkScythe » Fri Aug 01, 2014 3:23 am

wip rts, an artist touch to the terrain:

Image

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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Klaim » Fri Aug 01, 2014 9:04 pm

Nice screenshots!
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Klaim » Fri Aug 15, 2014 11:43 pm

Just finished the skeleton/basics of a C++ value-semantic type-erased (very extensible) steering behaviour system and just totally HACKED IT into the camera movements (which already had control code) just to have some fun:

Image

It's not the end result I want but the bouncing cameara was so fun I recorded it.

Tommorrow I'll have to figure out how to write tests for this steering behaviour system. I'm tired just by thinking about it.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Enhex » Sat Aug 30, 2014 12:24 pm

I'm working on a "BSP-like" level editor.
It's designed to be cross game engine, and have simple and fast geometry creation like in the traditional BSP level editing tools.

The geometry creation makes user created levels feasible, since the entry barrier is very low. By the time it takes to teach someone the basics of Blender's UI you can teach someone how to make a complete level in a tool like Valve Hammer Editor.

Unlike traditional BSP level editors it doesn't use brushes or BSP.
It creates a level file, which defines the shapes and entities, which needs to be compiled into a game level file for the desired game engine.
That means that the level editor itself doesn't impose any limitations or time consuming processes.

Last video I captured (29/8/2014): http://a.pomf.se/dkoeyl.webm

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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Crystal Hammer » Sat Sep 20, 2014 10:53 pm

Hi guys. Hope I'm not too late :D
This is such an awesome topic. :shock:
Lots of both very funny and also quite impressive screenshots.

I started picking my screens from developing Stunt Rally (over 4,5 years now) and just ended now with over 2200.
So here is the LINK to the BIG gallery.
More info what's there can be read on our's forum post here.
View of all comments I added to them here.

Have fun ! :lol:
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Germanunkol » Sat Oct 04, 2014 10:16 am

Neat, thanks for sharing. That's one huge project - well done for sticking with it!
What's that IDE/colour scheme you're using? (Screenshot 11 Apr 2011 IDE)
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Crystal Hammer » Sat Oct 04, 2014 3:38 pm

Ah. That is VS 2008 + VAX and Metalscroll.
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by TheSHEEEP » Mon Oct 06, 2014 1:51 pm

I was thinking about carving out stuff like rivers, lakes, caves, with a brush in our noise based terrain generation.
Ended up taking a screenshot from within the carved out path (just a sphere moving along a line for a test):

Image
(Click to go to large version)
I am rather pleased with the performance (300x300x300 noise field, single threaded).
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Thorworks » Tue Oct 07, 2014 11:47 am

Not really a 'screenshot' but I think it still counts!
Last weekend we showed off a 4 week alpha build of Gronos on GameForce 2014 (a Belgian game conference).
Gronos is a 3rd person cartoony fast pased shooter which we had the concept lying around for since 2009.
We build a new version from scratch last month to show off the capability's of our MassiveEngine, a engine based on Ogre, Bullet, Blender, OpenAL, Enet, Protobuf and OpenHMD.
Specially for this conference, we decided that we would like to have 1 client use the Oculus Rift (the DK1, since our DK2 was not available), hence the 'screenshot'.
More screenshots/video will be available soon!

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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kenshido » Wed Nov 26, 2014 5:00 pm

Ogre 1.8.2 (not 1.10 or 1.9.0 because of I can't make terrain use custom material manager: custom texture blending and shadows)
Cascaded Shadow Maps
Diffuse + Specular shader
Instanced JohnJ's Paged Geometry
WorldMachine + custom texture project
No custom 3D models
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Germanunkol » Thu Nov 27, 2014 9:10 am

Looks great. I like how everything seems to "fit" together - even simbad looks like he belongs into that scene...
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by c6burns » Thu Nov 27, 2014 9:21 am

I swear I saw that sinbad hiding in the background of the Jurassic World trailer ... behind some ferns ... like a Where's Waldo scene.

Looks nice :)
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Re: Ogre WIP and random screenshot thread (for everyone!)

Post by Kenshido » Thu Nov 27, 2014 9:39 am

Sinbad's special!)
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