View Full Version : leet water is leet
20-02-2008, 11:12 AM
watch that vid :0
21-02-2008, 06:45 AM
wow.. that does look good
25-02-2008, 10:37 PM
That is indeed very cool, and impressive.
I do think that the water looks a little too "foggy" to my eye, especially around the edges, although I'm not sure what might be done to improve it, offhand... perhaps it's just refraction that's missing (unless I missed it in the video that I watched), or perhaps a slight darkening of "underwater" regions to indicate "wetness"...
On a similar note, I was rather impressed by this (http://www.gamedev.net/community/forums/topic.asp?topic_id=481151) - and if the bunny pictures don't impress you, follow the link given below them and watch some of the videos - especially those involving water caustics and multi-colour light refraction (as of a prism).
25-02-2008, 11:05 PM
yea, it looks good. Iv got a friend in the irrlicht community who in my view is doing groundbreaking stuff with shadowing and lighting. he seems to be getting SSAO running realtime with dynamic soft shadows. its quite epic, ill try find his pictures he sent me and ask him if i can use them to show
25-02-2008, 11:17 PM
Ooh - please do, and thank you! I'd really like to see what he's working on. ^_^
13-03-2008, 12:03 PM
OK guys here is on of the many great things but this is an unreleased demo, im testing it for him.
With his permission here are some shots :
no lights :
2 point lights with shadow mapping :
Also, the shots dont do justice... look at the video D:
A few notes, all this epic stuff he has been making has been on a nvidia geforce 6200 lol. so i respect his work more
http://thermal.freehostia.com/wordpress <- his blog
some more random shots :
SSAO (realtime) :
Leet water :
13-03-2008, 06:25 PM
That does look impressive!
It looks as though your friend is doing some good work. ^_^
Hmm... I'm not entirely sure about the results in that "office" scene, however.
For one thing, surely the areas that seem to be lit by light falling through the windowpanes should be dimmer than the areas just beyond them? After all, there doesn't seem to be anything impeding the light reaching those areas, while surely at least some light is lost travelling through the windowpanes. The effects of light falling through windowpanes also don't seem to "stack" properly, as shown in the closeup shown in the fourth-to-last image.
Lastly, I'm not sure about the colour of the light that seem to be falling on the desk through the windowpanes - it seems to be blue, while I would have thought it to be a pale yellow, based on the effects seen on the floor - I may well be wrong in my misgivings here, however...
By the way, it looks like he posted on GameDev.net: ^_^
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