Re: SCPCBIrrlicht

#491
You probably already explored the Irrlicht forums but I found some things that could be helpful

Shadows, SSAO and post-procesing effects. Considering the game mostly dark enviroments, Ambient Occlusion could be even more beneficial to the graphic aspect than actual shadows...
http://irrlicht.sourceforge.net/forum/v ... =6&t=30631

Deferred Lighting, particles and Varius kinds of mapping (Well, two, normal and parallax)
http://irrlicht.sourceforge.net/forum// ... 3&start=45
Image

Re: SCPCBIrrlicht

#492
Shadow mapping is already implemented but it won't be used everywhere for the sake of performance. Normal mapping is already implemented.

I will try adding SSAO soon. I'll also add deferred lighting since that is really important for the lighting of dynamic objects. I can't get things to look right with just 4 lights.

Re: SCPCBIrrlicht

#493
Not sure if you mentioned this at some other point, in this topic, but is the AI/pathfinding for SCP-106(Old Man) implemented yet? It's going to be a bit weird given that it can travel through walls and whatnot.

Also, are you going to release an alpha/demo once the alarm scene is implemented, and proceed from there (like the early SCP-CB versions where there's just a facility and a few SCPs and no escape)?

Re: SCPCBIrrlicht

#494
goldfish911 wrote:Not sure if you mentioned this at some other point, in this topic, but is the AI/pathfinding for SCP-106(Old Man) implemented yet? It's going to be a bit weird given that it can travel through walls and whatnot.

Also, are you going to release an alpha/demo once the alarm scene is implemented, and proceed from there (like the early SCP-CB versions where there's just a facility and a few SCPs and no escape)?
Not yet. juanjpro is planning an AI that will actually intercept the players path by coming out of walls instead of just infinitely clipping toward the player.
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: SCPCBIrrlicht

#499
OMG NEW DEMO HYPE

https://www.dropbox.com/s/658vfpaxwwb4e ... 6.zip?dl=1

WASD to move, mouse to look, click to pickup items.

Press 1 to spawn 173. Press 2 to spawn 178-1. Press 3 to spawn SCP-066. N to noclip.

Implemented events are RoomStart (scientist and guard walking away from 173), RoomLockroom (timed doors) and Room2Doors (t-lockroom).

Occlusion query was disabled for SCP-173 because it is a major performance hog. Right now 173 will behave almost exactly as it does in vanilla scpcb (you can "see" it through walls), I'll look for a better alternative to occlusion queries.
Last edited by juanjp600 on Tue Oct 06, 2015 1:48 am, edited 1 time in total.