Ogre WIP and random screenshot thread (for everyone!)
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- Kobold
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Re: Ogre WIP and random screenshot thread (for everyone!)
I have added fishes to the lake
[youtube]2tDxu5yfmTg[/youtube]
[youtube]2tDxu5yfmTg[/youtube]
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- Kobold
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Re: Ogre WIP and random screenshot thread (for everyone!)
Last edited by rorschach on Sun Jul 02, 2017 12:16 am, edited 1 time in total.
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- OGRE Team Member
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Re: Ogre WIP and random screenshot thread (for everyone!)
To anyone wondering, this is what I'm up to:
https://twitter.com/matiasgoldberg/stat ... 7344401408
This project alone required so much compute shader stuff it single handedly drove me to add support for a lot of compute features in Ogre 2.1
https://twitter.com/matiasgoldberg/stat ... 7344401408
This project alone required so much compute shader stuff it single handedly drove me to add support for a lot of compute features in Ogre 2.1
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- Gnome
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Re: Ogre WIP and random screenshot thread (for everyone!)
Wow, just 2ms for 2k shadowmap? Amazing .
Awesome work.
Apropos terrain, I remember a beautiful demo with (I think) incrementally generated ambient shadows in shaders.
WebGL terrain, 2012 by Rob Chadwick, CC-NC-BY-SA 3.0, since that website is dead already I'm attaching its sources here.
I never actually did anything with it. Except OFC finding it extremely awesome.
Video from it is still there.
BTW. some other website about terrain AO here.
And ofc plenty of cool looking terrain demos on shadertoy.
What a time to be alive, right?
Awesome work.
Apropos terrain, I remember a beautiful demo with (I think) incrementally generated ambient shadows in shaders.
WebGL terrain, 2012 by Rob Chadwick, CC-NC-BY-SA 3.0, since that website is dead already I'm attaching its sources here.
I never actually did anything with it. Except OFC finding it extremely awesome.
Video from it is still there.
BTW. some other website about terrain AO here.
And ofc plenty of cool looking terrain demos on shadertoy.
What a time to be alive, right?
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- Beholder
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Re: Ogre WIP and random screenshot thread (for everyone!)
This latest work is very impressive indeed. I continue, as always, to cheer from the sidelines for all the work surrounding 2.xdark_sylinc wrote:To anyone wondering, this is what I'm up to:
https://twitter.com/matiasgoldberg/stat ... 7344401408
This project alone required so much compute shader stuff it single handedly drove me to add support for a lot of compute features in Ogre 2.1
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- Gnoblar
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Re: Ogre WIP and random screenshot thread (for everyone!)
My first Ogre3d project!
It is based on the ShadowMapDebug sample that ships with Ogre v2.1 and a basic Blender model. However, I managed to create a Qt5 and PyQt5 version of it as well.
Thank you Ogre team - this looks like fun
It is based on the ShadowMapDebug sample that ships with Ogre v2.1 and a basic Blender model. However, I managed to create a Qt5 and PyQt5 version of it as well.
Thank you Ogre team - this looks like fun
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- Gold Sponsor
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Re: Ogre WIP and random screenshot thread (for everyone!)
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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Re: Ogre WIP and random screenshot thread (for everyone!)
Diagnostics screen as I work on integrating OpenVR into my real project.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Gremlin
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Re: Ogre WIP and random screenshot thread (for everyone!)
Un-dusted my project which now runs under Ogre 2.1
(Finally had the courage to replace all the Entities with Items, all ManualObjects with Index and VertexBuffers, all Materials with Datablocks, and last but not least got rid of Gorilla with to just let NanoVG directly draw to the context)
(Finally had the courage to replace all the Entities with Items, all ManualObjects with Index and VertexBuffers, all Materials with Datablocks, and last but not least got rid of Gorilla with to just let NanoVG directly draw to the context)
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- Gremlin
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Re: Ogre WIP and random screenshot thread (for everyone!)
Here's a couple of screenshot from my work-in-progress local multiplayer space shooter:
More info (and alpha downloads):
http://www.fractilegames.com/products/astronautics/
More info (and alpha downloads):
http://www.fractilegames.com/products/astronautics/
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- Halfling
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Re: Ogre WIP and random screenshot thread (for everyone!)
Yay! Fully agree!your website wrote:Local multiplayer FTW!
The game looks very nice, and 16 players sounds insane!
I'll follow you, always looking for good local multiplayer games!
Edit: Would you mind explaining the mechanics of the plasmabeam on that second screenshot? How come it's hitting the other player, bending through asteroids?
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- Goblin
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Re: Ogre WIP and random screenshot thread (for everyone!)
just for fun.
I've tested the "physiscs stress test" from urho3d with my engine. Seems like i'm beating it!
I've used 3k objects with shadows, release mode and debugdrawer (in my engine still a manual object ).
Ogre 2.1 still renders with 500+ fps (Fps Rthread). Bullet slows down the mainthread (MainThread) to 60 fps (there's still alot of improvment possible). urho3d at 5 fps:
I've tested the "physiscs stress test" from urho3d with my engine. Seems like i'm beating it!
I've used 3k objects with shadows, release mode and debugdrawer (in my engine still a manual object ).
Ogre 2.1 still renders with 500+ fps (Fps Rthread). Bullet slows down the mainthread (MainThread) to 60 fps (there's still alot of improvment possible). urho3d at 5 fps:
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- Gnome
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Re: Ogre WIP and random screenshot thread (for everyone!)
Interesting work! I've done some work on Dark Engine data myself (I was able to render the level geometry with objects and lightmaps).. You'll need to implement a lot of object system to be able to place the objects well. You can find my old work on dark engine on github here: https://github.com/volca02/openDarkEngineKojack wrote:Woot, got the uv coords working correctly.
Next up is objects. The levels are a bit bare without props.
I'm going to pass on light maps for now. They are very low res and only 15 bit colour. I'm going to try porting to Ogre 2.1 and see how it's lighting/shadows make it look. At least the mesh data for an entire SS2 level should fit within 32MB.
What is your plan with this? A level viewer? I'd be thrilled to see the level geometry rendered with dynamic lighting for example. Never had the time to finish the project myself.
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- OGRE Moderator
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Re: Ogre WIP and random screenshot thread (for everyone!)
Hehe, it was partly your openDarkEngine that helped me work out some of the file format. I think, I looked at everything I could find on the dark engine and I know yours was in there. (No source code used, just looking for ideas, dark engine is such a different beast to modern engines)
My plans? Mainly to see if I could do it. I also really wanted to create a VR experience walking around on the Von Braun, but I don't think the original art asset quality (even with modern lighting) would look good enough. Have you seen the System Shock 1 remake? That looks damn nice.
My plans? Mainly to see if I could do it. I also really wanted to create a VR experience walking around on the Von Braun, but I don't think the original art asset quality (even with modern lighting) would look good enough. Have you seen the System Shock 1 remake? That looks damn nice.
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- Gnome
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Re: Ogre WIP and random screenshot thread (for everyone!)
Damn it does look fine, even tried the demo and will be strongly tempted to buy it when it comes out.
I really wanted to push openDarkEngine all the way to complete game, but I lost the wind to continue because the original source code leaked and is probably the reason we see unofficial patches that are used on all Dark Engine games. Now I'm at the situation with little time to move the project forward, and also at crossroads if I should or should not use the leaked source code to do so, because it is a legally gray area (although frankly nobody gives a damn about it nowadays).
Let me know if you run in any sort of complications and need help, I still remember a lot of the structures quite well.
I really wanted to push openDarkEngine all the way to complete game, but I lost the wind to continue because the original source code leaked and is probably the reason we see unofficial patches that are used on all Dark Engine games. Now I'm at the situation with little time to move the project forward, and also at crossroads if I should or should not use the leaked source code to do so, because it is a legally gray area (although frankly nobody gives a damn about it nowadays).
Let me know if you run in any sort of complications and need help, I still remember a lot of the structures quite well.
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- OGRE Moderator
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Re: Ogre WIP and random screenshot thread (for everyone!)
It's 2am, I really should be catching up on sleep before my class tomorrow.
So obviously what I'm doing is rendering System Shock 2's Medsci1 map using an Ogre 2.1 and a brass material created in Substance Designer.
So obviously what I'm doing is rendering System Shock 2's Medsci1 map using an Ogre 2.1 and a brass material created in Substance Designer.
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- Silver Sponsor
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Re: Ogre WIP and random screenshot thread (for everyone!)
[Galaxy Navigator 3D... this is where I meant to put it - not top-level Showcase, not yet! ]
Hi All,
Obligatory silly quotes:
"In space nobody can hear you ... code?"
"Galaxy Navigator 3D, your guide to the Galaxy..." (I was thinking of calling it Galaxy Hitchhiker...)
Anyway,
The European Space Agency, ESA, uploaded a pre-release of the vast amount of data being generated by ESA's satellite "Gaia". It is currently in orbit around the sun, registering each and every star it finds (visible detection), and it has currently amassed roughly 1 billion stars. Because it is detecting over several years, it is also making use of so called parallax - when viewing the stars from several differing vantage points (for example half a year apart), the stars will actually have moved slightly depending on how far away they are. With a highly accurate parallax (unit: microarcseconds) the distance to said star is given! Currently (Nov 2016) it hasn't yet seen all its registered stars from multiple viewpoints, but using data from a previous mission (Tycho-2), ESA have combined data and released a database of 2 MILLION stars.
Using ESA's TGAS database (600 MB) and a name catalogue (The HYG Database) my "Galaxy Navigator 3D" allows you to travel around in space and view the distribution in our galaxy!
Version 1.0.0 brings a very, VERY basic GUI, and hardly any UI, but it's still rather mindboggling when you realize just how close and far away (at the same time!) our closest star, Alpha Centauri, is! The Galaxy Navigator uses first-person shooter type mouse viewing, together with WASD keyboard movement. And I suppose all I need to say in the way of instructions to get you Ogre-type people started is
Here's a clip from a few days ago, when I was going to call it Gaia3D...
It's interesting to see just how bad a job video compression does with indata like this
[youtube]MCm5coRGDKY[/youtube]
/mmixLinus
Hi All,
Obligatory silly quotes:
"In space nobody can hear you ... code?"
"Galaxy Navigator 3D, your guide to the Galaxy..." (I was thinking of calling it Galaxy Hitchhiker...)
Anyway,
The European Space Agency, ESA, uploaded a pre-release of the vast amount of data being generated by ESA's satellite "Gaia". It is currently in orbit around the sun, registering each and every star it finds (visible detection), and it has currently amassed roughly 1 billion stars. Because it is detecting over several years, it is also making use of so called parallax - when viewing the stars from several differing vantage points (for example half a year apart), the stars will actually have moved slightly depending on how far away they are. With a highly accurate parallax (unit: microarcseconds) the distance to said star is given! Currently (Nov 2016) it hasn't yet seen all its registered stars from multiple viewpoints, but using data from a previous mission (Tycho-2), ESA have combined data and released a database of 2 MILLION stars.
Using ESA's TGAS database (600 MB) and a name catalogue (The HYG Database) my "Galaxy Navigator 3D" allows you to travel around in space and view the distribution in our galaxy!
Version 1.0.0 brings a very, VERY basic GUI, and hardly any UI, but it's still rather mindboggling when you realize just how close and far away (at the same time!) our closest star, Alpha Centauri, is! The Galaxy Navigator uses first-person shooter type mouse viewing, together with WASD keyboard movement. And I suppose all I need to say in the way of instructions to get you Ogre-type people started is
- 'H' is for Help,
- 'Q' is for Quit
- 'F11' is to toggle fullscreen
- There is a stereoscopic mode (cross-eyed stereo) - press '2', or '1' to get back.
Here's a clip from a few days ago, when I was going to call it Gaia3D...
It's interesting to see just how bad a job video compression does with indata like this
[youtube]MCm5coRGDKY[/youtube]
/mmixLinus
Powered by Ogre3D:
MMiX.Me 3D - 3D Music Player
Galaxy Navigator 3D - 2 million stars (ESA's Gaia satellite)
YouTube|Facebook
MMiX.Me 3D - 3D Music Player
Galaxy Navigator 3D - 2 million stars (ESA's Gaia satellite)
YouTube|Facebook
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- OGRE Team Member
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Re: Ogre WIP and random screenshot thread (for everyone!)
It's just been merged to main 2.1 branch
Building the volume can be done at interactive framerates (i.e. anywhere between 0.2 FPS and 30FPS, highly dependant on scene complexity and settings used), The volume needs to be rebuilt if its parameters change, the lights using GI change, or the static objects change.
But dynamic objects & cameras can move at full real time speed.
Building the volume can be done at interactive framerates (i.e. anywhere between 0.2 FPS and 30FPS, highly dependant on scene complexity and settings used), The volume needs to be rebuilt if its parameters change, the lights using GI change, or the static objects change.
But dynamic objects & cameras can move at full real time speed.
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- Orc Shaman
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Re: Ogre WIP and random screenshot thread (for everyone!)
Wow...very impressive..
i got my head spinning just from trying to understand what this "irradiance volumes" algorithm does( forget the how...) and what this means?
so...does this mean we can say goodbye to light-baking?
ogre2.x just keeps getting better and better...its really shaping---->up
thanks again( for the 1000 time )
i got my head spinning just from trying to understand what this "irradiance volumes" algorithm does( forget the how...) and what this means?
so...does this mean we can say goodbye to light-baking?
ogre2.x just keeps getting better and better...its really shaping---->up
thanks again( for the 1000 time )
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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- OGRE Expert User
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Re: Ogre WIP and random screenshot thread (for everyone!)
that is sofa king amazing! Ogre is going to kick some unreal arse >=)
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- OGRE Contributor
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Re: Ogre WIP and random screenshot thread (for everyone!)
I guess there is some problem with D3D11 render system.dark_sylinc wrote: It's just been merged to main 2.1 branch
Building the volume can be done at interactive framerates (i.e. anywhere between 0.2 FPS and 30FPS, highly dependant on scene complexity and settings used), The volume needs to be rebuilt if its parameters change, the lights using GI change, or the static objects change.
But dynamic objects & cameras can move at full real time speed.
Look how the scene appears with the same VPL/Irradiance settings.
Let me know if you need some other test.
Senior programmer at 505 Games; former senior engine programmer at Sandbox Games
Worked on: Racecraft Esport — Racecraft Coin-Op, Victory: The Age of Racing
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- OGRE Team Member
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Re: Ogre WIP and random screenshot thread (for everyone!)
There is no problem. The sample has shadows disabled. That picture was taken with shadows enabled (the problem is that PSSM shadows assume there is a directional light, which causes a crash when you toggle to spot & point lights)
Change the code to start with the directional light, use the compositor from PbsMaterials or ShadowMapDebugging and check again
Change the code to start with the directional light, use the compositor from PbsMaterials or ShadowMapDebugging and check again
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- Hobgoblin
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- Kobold
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Re: Ogre WIP and random screenshot thread (for everyone!)
Hello friends, I made a collage of all my projects and more than 7 of them use Ogre so this would be the right place to post it.
Might I add that the team which used Ogre in the 2008 D2BD competition won the first place and that would be Ogre 1.4 I guess, can't wait to see what will be made in the future with 2.1
Kudos to Team Ogre for shaping people's lives.
Might I add that the team which used Ogre in the 2008 D2BD competition won the first place and that would be Ogre 1.4 I guess, can't wait to see what will be made in the future with 2.1
Kudos to Team Ogre for shaping people's lives.
Last edited by rorschach on Sun Jul 02, 2017 12:18 am, edited 1 time in total.
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- OGRE Moderator
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Re: Ogre WIP and random screenshot thread (for everyone!)
I had an urge to do some format parsing.
So here's a quick hack, a Miku Miku Dance pmd and pmx file importer.
That's Hatsune Miku.
No textures, materials, physics, IK or bones, just mesh data. It feels good to be chucking around vertices again though, been too busy lately.
Of course it's using the brass material I've been using on everything lately. It looks smoother because there were no tangents so I faked them, meaning the normal maps were screwed.
So here's a quick hack, a Miku Miku Dance pmd and pmx file importer.
That's Hatsune Miku.
No textures, materials, physics, IK or bones, just mesh data. It feels good to be chucking around vertices again though, been too busy lately.
Of course it's using the brass material I've been using on everything lately. It looks smoother because there were no tangents so I faked them, meaning the normal maps were screwed.