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| Category: IrrSpintz 3D Engine Demos |
City Driving Demo (with motion blur)  |
Version: 1 Submitted Date: 2007/10/19 |
Description:
City Driving Demo (with motion blur) ==================================== ** NOTE: This demo requires both OpenAL and DirectX drivers. See below for details. ** License ======= City Driving Demo Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Description =========== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a small driving demo around city streets using my work-in-progress closed-source game engine. This version of the game engine has support for motion blur. Vehicle control has been altered to make vehicles less prone to oversteer (rear end "spinning out") and softer suspension. Usage ===== Escape key toggles menu window on/off. The Menu Window comprises the following sections:- Game: Select scene then click "Load". Click "Exit" to quit demo. Controls: To redefine a key click on it then press new key or mouse button. Click Reset to revert all keys to default assignments. Graphics: Graphics card settings. Disable shadows for more performance. NOTE: settings are applied when game is restarted. Sound: Use slider to alter Master Sound volume. This is a driving simuation. Load a scene and then drive the vehicle. If the vehicle gets stuck you can press R (default key) to put the vehicle back on its wheels. If you get really stuck then bring up the Menu window (Escape key) and reload the scene. The viewing distance behind the vehicle can be altered between near, mid and far using the V key. Left and Right side views are via Q and E (held down). Rear view is via the middle mouse button or by pressing Q (View Left) and E (View Right ) simultaneously. **** NOTE: Use the "Page Down" key to switch between vehicles. **** Requirements ============ OS: Windows XP/Vista. Drivers: Latest DirectX 9 drivers (August 2007 or later) [ www.microsoft.com/directx]. Latest video drivers for your DirectX9 graphics hardware [from your HW vendor]. OpenAL Sound drivers [available to download from http://www.sio2.g0dsoft.com]Graphics hardware with support for: DirectX 9 PS2.0 support required for motion blur. Sound hardware with support for: OpenAL (cross platform 3D audio), EAX (optional) Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads" or from the Microsoft web site. 2. This is an initial release. Further releases will include enhanced functionality. 3. Automatic gear changes use a simple model and may change too frequently. 4. Nitro (nitrous oxide injection booster) is not yet implemented. Credits ======= 1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net2. Physics by Newton Dynamics library: www.newtondynamics.com3. IrrEdit (scene editor): http://www.ambiera.com/irredit4. OpenAL (Open Audio Library): http://www.openal.org5. IrrNewt (Irrlicht to Newton wrapper) converted to IrrSpintz. 6. Notice: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng. 7. A big thanks to "andrei25ni" for permission to use his city map: e-mail : andrei25ni@yahoo.com , netisland1@yahoo.comweb : supremacy.sourceforge.net , www.evilworksgames.xhost.ro
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2783 11.90 MB Windows XP/Vista http:// |
| Category: IrrSpintz 3D Engine Demos |
Game Engine Demo (Driving)  |
Version: 1 Submitted Date: 2007/10/2 |
Description:
Game Engine Demo (Driving Simulation) ===================================== ** NOTE: This demo requires both OpenAL and DirectX drivers. See below for details. ** License ======= Game Engine Demo Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Description =========== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is the initial release of my closed-source game engine. It is an "alpha" release and, as such, is Work In Progress. The game engine comprises the following components: 3D rendering (via the IrrSpintz 3D engine), physics (Newton Dynamics), sound (OpenAL) and user-definable controls. This version of the game engine implements a driving simulator. Usage ===== Escape key toggles menu window on/off. The Menu Window comprises the following sections:- Game: Select scene then click "Load". Click "Exit" to quit demo. Controls: To redefine a key click on it then press new key or mouse button. Click Reset to revert all keys to default assignments. Graphics: Graphics card settings. Disable shadows for more performance. NOTE: settings are applied when game is restarted. Sound: Use slider to alter Master Sound volume. This is a driving simuation. Load a scene and then drive the vehicle around the course. To load a different scene bring up the menu (Escape key) and select a scene to load. Note that the SUV vehicle is prone to a little oversteer and may require some skill to control at speed! Sample scenes are: 1) a racetrack. Someone appears to have left some items on the track... 2) rough terrain 3) a "driving school" type yard with cones to drive around and ramps to jump the car. See if you can get it on two wheels! If the vehicle gets stuck you can press R (default key) to put the vehicle back on its wheels. If you get really stuck then bring up the Menu window (Escape key) and reload the scene. The viewing distance behind the vehicle can be altered between near, mid and far using the V key. Left and Right side views are via Q and E (held down). Rear view is via the middle mouse button or by pressing Q (View Left) and E (View Right ) simultaneously. Requirements ============ OS: Windows XP/Vista. Drivers: Latest DirectX 9 drivers (August 2007 or later) [ www.microsoft.com/directx]. Latest video drivers for your DirectX9 graphics hardware [from your HW vendor]. OpenAL Sound drivers [available to download from http://www.sio2.g0dsoft.com]Graphics hardware with support for: DirectX 9 Sound hardware with support for: OpenAL (cross platform 3D audio), EAX (optional) Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads" or from the Microsoft web site. 2. This is an initial release. Further releases will include enhanced functionality. 3. Automatic gear changes use a simple model and may change too frequently. 4. Nitro (nitrous oxide injection booster) is not yet implemented. Credits ======= 1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net2. Physics by Newton Dynamics library: www.newtondynamics.com3. IrrEdit (scene editor): http://www.ambiera.com/irredit4. OpenAL (Open Audio Library): http://www.openal.org5. IrrNewt (Irrlicht to Newton wrapper) converted to IrrSpintz. 6. Racetrack: Public Domain; Author - Bruce (SuPeRTaRD) Hall ~ brgpug@ev1.net7. Notice: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
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1158 7.67 MB Windows XP/Vista http:// |
| Category: Irrlicht 3D Engine Demos |
Hardware RayTracing Demo for IrrSpintz 3D Engine - DirectX 10 Version  |
Version: 1 Submitted Date: 2007/8/22 |
Description:
Hardware RayTracing Demo for IrrSpintz 3D Engine - DirectX 10 Version License ======= Hardware Ray Trace Demo (DirectX 10) Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Description =========== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a demo of hardware ray tracing using the IrrSpintz 3D Engine. It is a modified version of the original nVidia demo. This version makes use of the enhanced capabilities of Shader Model 4.0 under DX10. In addition to the hard-edged shadows of previous DX9 versions, this version also has support for softer shadows. The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the viewport. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene. The hard-edged shadows of previous versions are calculated by tracing another ray from the intersection point to the light to determine if any other object is blocking the light source. Softer shadows are calculated using a linear approximation of the amount of light that a given point could possibly receive from the scene (a very simple form of radiosity). Shadows can be switched on and off at runtime and switched between hard-edged and software shadows. This is achieved by sending "bool" values to the pixel shader enabling different execution paths withou the need for a separate shader for all of the possible combinations of shading. Usage ===== Move mouse to alter viewpoint. WASD keys to move camera. Alt-F4 or Escape key to exit. F1 - Toggle shadows on/off. F2 - Toggle between hard-edged and softer shadows. Requirements ============ OS: Windows Vista. Drivers: Latest DirectX 10.0 drivers (August 2007 or later) [ www.microsoft.com/directx]. Latest DirectX 10.0 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with support for: DirectX 10.0 Supported cards: DirectX 10.0 (such as nVidia 8 series) Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads" or from the Microsoft web site. 2. In previous versions (DX9) Shader Model 3.0 used a "brute force" approach requiring a massive 4083 instruction slots. This Shader Model 4.0 version (DX10) is considerably more efficient in terms of instructions. 3. This demo should run on all DX10.0 hardware. 4. Note the requirements: Windows Vista, a DX10.0 level graphics card and you must have at least the "August 2007" DirectX drivers. Credits ======= 1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net2. Notice: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
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1047 927.23 KB Windows Vista http:// |
| Category: IrrSpintz 3D Engine Demos |
Hardware RayTracing Demo for IrrSpintz - nVidia 8800 Version  |
Version: 1 Submitted Date: 2007/5/26 |
Description:
Hardware RayTracing Demo for IrrSpintzEngine - nVidia 8800 Version ============================================ License ======= Hardware Ray Trace Demo (nVidia 8800) Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Description =========== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a demo of hardware ray tracing using the IrrSpintz 3D Engine. It is a modified version of the original nVidia demo. The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the quad. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene. The original demo hard-coded the scene objects into the shader; this demo uses Irrlicht scene nodes for the scene objects (spheres and light) and Irrlicht SceneNodeAnimators for animating the scene nodes. Shader constants are gathered for each scene node every frame and uploaded to the pixel shader for calculation of the scene. NOTE: This updated demo is designed for the nVidia 8800 graphics card or above. The Pixel Shader used by this demo requires hardware with at least 4083 instruction slots. Usage ===== Move mouse to alter viewpoint. WASD keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with support for: Vertex Shader 3.0 or better Pixel Shader 3.0, or better. Supported cards: nVidia 8 series (8800) Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads" or from the Microsoft web site. 2. The pixel shader uses a "brute force" approach, hence the massive 4083 instruction slot. A Shader Model 4 (DX10) version would be considerably more efficient and is planned as a future update. 3. Although this demo will theoretically run on hardware that supports SM3.0 and has 4096 instruction slots (such as nVidia 7800GTX), performance will be extremely poor on any hardware prior to nVidia "8" series graphics cards (such as nVidia 8800). Credits ======= 1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net2. Notice: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
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1299 835.40 KB Windows XP/Vista |
| Category: IrrSpintz 3D Engine Demos |
Motion Blur/MRT/Physics  |
Version: 1 Submitted Date: 2007/4/18 |
Description:
Motion Blur Demo for the IrrSpintz 3D Engine ============================================ See license.txt for license details. Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a demo of motion blur using the IrrSpintz 3D Engine (Subversion revision 23). The scene is a Quake3 level map in which crates can be "thrown" using the left mouse button. Physics is implemented via the Newton Physics library. Movement of the viewing camera and other objects in the scene is subject to a "motion blur" effect. Warning - may cause motion sickness! The demo uses the following features: 1. FP16 floating-point texture support (RGBA16F) 2. Render to FP16 texture. 3. NPOT (non-power-of-two) render-target support. 4. MRT (Mulitple Render Target). If the graphics card supports MRT then two of the passes are folded into one via MRT. 5. Physics. 6. Quake3 map lighting enhanced via a vertex/pixel shader. Usage ===== WASD keys or arrow (cursor) keys to move camera. Move mouse to orientate camera. Alt-F4 or Escape key to exit. Keys 0-9 alter blur amount (5=default) M key toggles MRT on and off (if available). Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 2.0 support, or better Pixel Shader 2.0 support, or better. Support for render-to-texture. FP16 floating-point texture support (as rendertarget). Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. Quake3 levels can be dark. This demo uses a pixel shader to make the lighting stand out a little better. 3. The demo will use MRT if it is available. Using MRT allows two of the motion blur passes to be folded into a single pass with the two outputs going to separate render-targets. Credits ======= 1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net2. The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng. 3. Newton Physics Library - http://www.newtondynamics.com
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2134 5.70 MB Windows |
| Category: IrrSpintz 3D Engine Demos |
Island Demo  |
Version: 1 Submitted Date: 2007/3/19 |
Description:
Island Demo (Part 1) for the IrrSpintz 3D Engine ================================================ Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a demo of an ocean scene. The scene consists of: a cube-mapped sky incorporating a pixel-shaded sun, a shader-based ocean incorporating refraction and pixel-based sun reflection, and an island model lit with fixed-function lighting. The fixed-function lighting is updated with the direction of the sun, which moves around the sky (currently in a non sun-like manner). This is Part 1. The demo will be updated as extra functionality is added to the IrrSpintz 3D engine. Usage ===== WASD keys or arrow (cursor) keys to move camera. Move mouse to orientate camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 2.0 support, or better Pixel Shader 2.0 support, or better. Support for render-to-texture (for the refraction effect). Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. This demo models only a single "patch" of ocean. Enhancements will be made as the 3D engine matures. 3. Underwater volumetric effects not yet incorporated. Credits ======= 1. Water (ocean) shader is a modified version the Ogre shader (which is, in turn, based on an nVidia shader). 2. Skycube and island model is by Claes Johanson. 3. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net4. The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
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2631 3.60 MB Windows |
| Category: Irrlicht 3D Engine Videos |
Mandelbrot Fractal Video  |
Version: 1 Submitted Date: 2007/3/1 |
Description:
Mandelbrot Fractal Video ======================== Copyright (C) 2007 Keith Harrison Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a short 30-second video of the Mandelbrot Fractal demo from my website for those who cannot run the demo. The video was captured from the demo using Fraps ( www.fraps.com).
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1577 2.75 MB Windows (wmv) |
| Category: Irrlicht 3D Engine Demos |
Mandelbrot Fractal Demo  |
Version: 1 Submitted Date: 2007/2/28 |
Description:
Mandelbrot Fractal Demo for Irrlicht 3D Engine ============================================== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis demo is an implementation of the Mandelbrot Fractal using hardware shaders (Pixel Shader 3.0 required). The demo can run in one of two modes: in Automatic mode the camera automatically moves/zooms between four interesting points in the fractal, in Manual mode the user can move the camera and zoom in/out manually. The modes are switched between via the Space bar. When zooming in manually the user can alter the focus in order to bring out detail that may otherwise not be visible. License ======= Mandelbrot Fractal Demo Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Usage ===== Space bar switches between Automatic and Manual mode. Cursor keys to move camera (left/right/up/down). PageUp/PageDown zooms in/out. Home/End alters resolution (focus). Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 3.0 support, or better Pixel Shader 3.0 support, or better. Credits ======= 1. Note: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng. 2. The file "fontlucida.png" is from the Irrlicht SDK.
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1380 803.32 KB Windows |
| Category: IrrSpintz 3D Engine Demos |
KittyCat Fur Demo  |
Version: 1 Submitted Date: 2007/2/20 |
Description:
Fur Demo for the IrrSpintz 3D Engine ==================================== Email : sio2 'at' users.sourceforge.net Website : http://sio2.g0dsoft.comThis is a demo of realtime fur rendering on an animated mesh (a cute little kitty-cat). Additionally, the fur is coloured based on a diffuse texture to give a "tabby" feel to the cat. The fur is built up in 14 passes: an initial "skin" pass to lay down the base colour and then 13 alpha-blended "fur" passes to build up the fur effect. License ======= Fur Demo Copyright (C) 2007 Keith Harrison This software is provided 'as-is', without any express or implied warranty. In no event will the author be held liable for any damages arising from the use of this software. Usage ===== WASD keys or arrow (cursor) keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 1.1 support, or better Pixel Shader 1.1 support, or better. Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. The 3D engine used in this demo is IrrSpintz (SVN Revn 2) - a modified version of the Irrlicht 3D Engine. Credits ======= 1. This fur shader is based on the ATI RenderMonkey sample. The OpenGL GLSL shader from the sample was converted to a Direct3D9 HLSL shader for this demo. 2. The cat.b3d mesh and cat01.jpg texture were created by "Psionic" ( http://www.psionicdesign.com). 3. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net4. Note: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
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1932 803.93 KB Windows |
| Category: Irrlicht 3D Engine Demos |
Animated Fur Demo  |
Version: 1 Submitted Date: 2007/2/12 |
Description:
Fur Animation Demo for the Irrlicht 3D Engine ============================================= sio2 'at' users.sourceforge.net This is a demo of realtime fur rendering on an animated mesh. Additionally, the fur is coloured based on a multi-coloured texture. The fur is built up in 13 alpha-blended passes, plus an initial "skin" pass for a total of 14 passes. The demo was implemented using only the Irrlicht API. Usage ===== WASD keys or arrow (cursor) keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 1.1 support, or better Pixel Shader 1.1 support, or better. Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. This Irrlicht build is of unmodified Irrlicht Subversion revision 470. Credits ======= 1. This fur shader is based on the ATI RenderMonkey sample. The OpenGL GLSL shader from the sample was converted to a Direct3D9 HLSL shader for this demo. 2. The mesh is the "Tiny.x" mesh from the DirectX SDK converted to Blitz3D format (.b3d).
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3066 1.07 MB Windows |
| Category: Irrlicht 3D Engine Demos |
Multi-coloured Fur Demo  |
Version: 1 Submitted Date: 2007/2/12 |
Description:
Multi-coloured Fur Demo for the Irrlicht 3D Engine ================================================== sio2 'at' users.sourceforge.net This is a demo of realtime fur rendering. Additionally, the fur is coloured based on a multi-coloured texture. The fur is built up in 13 alpha-blended passes, plus an initial "skin" pass for a total of 14 passes. The demo was implemented using only the Irrlicht API. Usage ===== WASD keys or arrow (cursor) keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 1.1 support, or better Pixel Shader 1.1 support, or better. Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. A seam is visible on one section of the model. The cause of this (and solution) is under investigation. 3. This Irrlicht build is of unmodified Irrlicht Subversion revision 470. Credits ======= This demo is based on the ATI RenderMonkey sample. The OpenGL GLSL shader from the sample was converted to a Direct3D9 HLSL shader for this demo.
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1833 1.05 MB Windows |
| Category: Irrlicht 3D Engine Demos |
Dynamic Glass Refraction  |
Version: 1 Submitted Date: 2007/2/9 |
Description:
Glass Refraction Demo for Irrlicht 3D Engine =============================================== sio2 'at' users.sourceforge.net This is a demo of realtime dynamic glass refraction. The scene - minus any refraction geometry - is rendered into an Irrlicht-managed rendertarget. When rendering the refraction geometry an HLSL shader takes the rendertarget, refraction texture, diffuse texture and calculates the per-pixel refraction. Usage ===== WASD keys or arrow (cursor) keys to move camera. Alt-F4 or Escape key to exit. Space - Move refracting window to just infront of the camera's current position. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 2.0 support, or better Pixel Shader 2.0 support, or better. Notes ===== 1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 2. The background scene is the PerPixelLighting sample from the Irrlicht SDK. Since the refraction shader requires PS2.0, the PerPixelLighting scene is fixed to use the best normal mapping (parallax normal mapping). 3. This Irrlicht build is based on Irrlicht Subversion revision 467. Credits ======= 1. The base scene for this demo is the PerPixelLighting sample from the Irrlicht SDK. 2. The stained-glass window texture and bumpmap are from the ATI Treasure Chest demo. 3. The HLSL refraction shader was written by myself (SiO2).
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3133 2.16 MB Windows |
| Category: Irrlicht 3D Engine Demos |
MultiAnimation Demo  |
Version: 1 Submitted Date: 2007/2/4 |
Description:
MultiAnimation Demo for the Irrlicht 3D Engine ============================================== sio2 'at' users.sourceforge.net Overview ======== This is a demo of implementing the MultiAnimation sample from the DirectX9 SDK in the Irrlicht 3D Engine. The sample demonstrates mesh animation with multiple animation sets using high-level shader language (HLSL) skinning and the D3DX animation controller. The animation controller blends animation sets together to ensure a smooth transition when moving from one animation to another. Usage ===== The TAB key toggles the Irrlicht GUI on/off. When the GUI is hidden the camera can be oriented via the mouse and moved with the WASD keys or cursor keys. When the GUI is visible, information is printed to the screen and the following buttons are enabled: Add Instance - Add an animated character to the scene. Next View - Attach the fixed camera to the next character in the scene. Previous View - Attach the fixed camera to the previous character in the scene. Reset View - Switch from the fixed camera back to the movable camera. Alt-F4 or Escape key to exit. Requirements ============ Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Recommended: Graphics card should support Vertex Shader 2.0 and Pixel Shader 2.0. Some Vertex Shader 1.1 cards may be supported based on their capabilities. Notes ===== 1. This demo is Direct3D9 only. 2. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 3. This Irrlicht build is based on Irrlicht Subversion revision 444.
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2255 1.58 MB Windows |
| Category: Irrlicht 3D Engine Demos |
Hardware Skinned Mesh Demo  |
Version: 1 Submitted Date: 2007/2/3 |
Description:
Hardware Skinned Mesh Demo for the Irrlicht 3D Engine ===================================================== sio2 'at' users.sourceforge.net This is a proof-of-concept demo of hardware mesh-skinning using the Irrlicht 3D Engine. Mesh skinning allows an animated mesh to be controlled by an underlying skeleton (hierarchy of bones) - as the skeleton is animated it moves the "skin" mesh. Irrlicht already supports animated meshes, but this demo uses an Irrlicht custom-scenenode and handles the animation in hardware, hence giving a boost in performance. An unmodified Irrlicht dll is used (the source code from which the dll was built is unaltered) - this demo uses functionality exposed by the Irrlicht API. This demo supports four different skinning methods (five are available - see notes). Some may not be available, based on your hardware capabilities. In general, the "HLSL skinning" method should be fastest. The current FPS (frames-per-second) shows how efficient the current method is (this will be slightly slower with the GUI active - close the GUI to see full performance). Usage ===== TAB - toggle GUI (open/close Irrlicht GUI controls). Move mouse to alter viewpoint (when GUI is closed). WASD keys to move camera (when GUI is closed). Alt-F4 or Escape key to exit. Notes: When the GUI is open the mouse is used to control the cursor and the drop-down box can then be used to select a different mesh skinning method. When the GUI is closed the mouse is used to alter the viewpoint of the camera. Requirements ============ Essential: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Notes ===== 1. This demo is Direct3D9 only. 2. One of the five different skinning methods, "Fixed function indexed skinning", does not currently work. This is because Irrlicht creates a Direct3D9 device with HARDWARE_VERTEX_PROCESSING and fixed-function-indexed-skinning in this demo requires MIXED_VERTEX_PROCESSING. This demo is based on an unaltered Irrlich dll so this has not yet been corrected. 3. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads". 4. This Irrlicht build is based on Irrlicht Subversion revision 444.
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1826 1.26 MB Windows |
| Category: Irrlicht 3D Engine Demos |
Hardware Ray Tracing - Version 2  |
Version: 2 Submitted Date: 2007/1/27 |
Description:
This is a demo of hardware ray tracing using the Irrlicht 3D Engine. It is a modified version of the original nVidia demo. The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the quad. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene. The original demo hard-coded the scene objects into the shader; this demo uses Irrlicht scene nodes for the scene objects (spheres and light) and Irrlicht SceneNodeAnimators for animating the scene nodes. Shader constants are gathered for each scene node every frame and uploaded to the pixel shader for calculation of the scene. NOTE: This updated demo is for graphics cards with high-performance Pixel Shader hardware - see Requirements below. Pixel Shader requires hardware with at least 1191 instruction slots. Usage ===== Move mouse to alter viewpoint. WASD keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with support for: Vertex Shader 3.0 or better Pixel Shader 3.0, or better. Recommended: nVidia 7000 series (7600, 7800, etc) ATI Radeon x1800 or x1900 series (x1800, x1950, etc).
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2128 792.99 KB Windows http:// |
| Category: Irrlicht 3D Engine Demos |
Depth Of Field  |
Version: 1 Submitted Date: 2007/1/26 |
Description:
This is a demo of Depth Of Field, where the viewing camera focuses on a portion of the scene. In this demo camera focus is manually controlled by the user (see Usage). This demo will operate with with either OpenGL or Direct3D9 (as long as the graphics hardware is capable). Usage ===== F1/F2 - alter camera Range F3/F4 - alter camera Focus F5/F6 - alter camera Blur0 and Blur1 parameters F7/F8 - alter camera Distance WASD keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Latest OpenGL drivers for your graphics hardware [from your HW vendor]. Graphics hardware: Direct3D9: Vertex Shader 2.0 support, or better Pixel Shader 2.0 support, or better. OpenGL: Vertex Program 2.0 support, or better Fragment Program 2.0 support, or better. Notes ===== This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads".
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3067 4.59 MB Windows http:// |
| Category: Irrlicht 3D Engine Demos |
Hardware Ray Tracing Demo  |
Version: 1.1 Submitted Date: 2007/1/24 |
Description:
Updated: Support for Pixel Shader 2.0a and 2.0b added. This is a demo of hardware ray tracing using the Irrlicht 3D Engine. It is a modified version of the original nVidia demo. The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the quad. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene. The original demo hard-coded the scene objects into the shader; this demo uses Irrlicht scene nodes for the scene objects (spheres and light) and Irrlicht SceneNodeAnimators for animating the scene nodes. Shader constants are gathered for each scene node every frame and uploaded to the pixel shader for calculation of the scene. In addition, the light position is animated in this demo - in the original demo it was not (light position was a shader constant). Updated: Added support for Pixel Shader 2.0a and 2.0b. Usage ===== Move mouse to alter viewpoint. WASD keys to move camera. Alt-F4 or Escape key to exit. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with support for: Vertex Shader 2.0, 3.0 or better Pixel Shader 2.0a, 2.0b, 3.0, or better. Notes ===== This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads".
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1819 768.26 KB Windows http:// |
| Category: Irrlicht 3D Engine Demos |
Irrlicht 3D Engine / Newton Physics Demo  |
Version: 1 Submitted Date: 2007/1/22 |
Description:
This is a simple demo of using the Newton Physics Engine in the Irrlicht 3D Engine. A level map, in Quake3 format, is loaded into Irrlicht (for Irrlicht to render) and the mesh defining this level is used to build a Newton "collision map" for its physics calculations. The user can move the viewing camera around the level and can press the LMB (left-mouse button) to create a new crate (box) and "throw" it into the scene. Crates interact with the level map and other existing crates based on physics calculations by the Newton physics library. A new crate is created each time the LMB is pressed; the maximum crates that can be created is limited by system memory, graphics card and cpu. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Source code included.
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3144 5.61 MB Windows http:// |
| Category: Irrlicht 3D Engine Demos |
PerPixelLighting Demo with Reflective Water  |
Version: 1 Submitted Date: 2007/1/22 |
Description:
This is a demo of realtime dynamic reflections. A custom Irrlicht scene-node is used for reflecting water. Reflections are rendered into an Irrlicht-managed rendertarget in a separate render pass. This rendertarget is then used as texture input to an HLSL graphics shader to compute the water reflections. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 2.0 support, or better Pixel Shader 2.0 support, or better. Source code included.
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2198 1.90 MB Windows http:// |
| Category: Irrlicht 3D Engine Demos |
FadeMesh Demo  |
Version: 1 Submitted Date: 2007/1/22 |
Description:
This is a very simple demo demonstrating fading a mesh using a DirectX HLSL shader. This demo is designed as a base for further development. Requirements ============ Drivers: Latest DirectX 9.0b drivers [ www.microsoft.com/directx], Latest DirectX9 drivers for your graphics hardware [from your HW vendor]. Graphics hardware with: Vertex Shader 1.1 support, or better Pixel Shader 1.1 support, or better. Source code included.
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1403 1.02 MB Windows http:// |
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