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[QUOTE=ROBO_DONUT;32039773]...If you're keeping them separate in the vertex shader.
I multiply all mine together in software so I only need to pass one uniform instead of three. Also, I'd be interested if someone knows whether it's faster to do the multiplication once per model in software or per vertex in hardware. My guess is that, even with vertex shader parallelism, a single matrix multiply in software will win for large models with a thousand or more verts.[/QUOTE]
I might be doing something very wrong but don't you need the rotation matrix in the vertex shader so you can rotate the normals based on the objects rotation?
[QUOTE=Darwin226;32040133]I might be doing something very wrong but don't you need the rotation matrix in the vertex shader so you can rotate the normals based on the objects rotation?[/QUOTE]
You can grab the upper-left 3x3 submatrix to do rotation/scale without translation. You'll still need to keep your model/model-view matrix separate from the final MVP matrix, though. You probably don't want to project your normals to screen-space.
I pass one mvp-matrix to the vertex shader for calculating NDC coords and a second mv-matrix to move things to eye-space. All the big multiplies are still done once in software.
[QUOTE=ROBO_DONUT;32040177]You can grab the upper-left 3x3 submatrix to do rotation/scale without translation. You'll still need to keep your model/model-view matrix separate from the final MVP matrix, though. You probably don't want to project your normals to screen-space.
I pass one mvp-matrix to the vertex shader for calculating NDC coords and a second mv-matrix to move things to eye-space. All the big multiplies are still done once in software.[/QUOTE]
Yes but you don't actually want to scale the normals.
What I do is pass a finished matrix to the shader (the whole MVP) and then a rotation matrix that was involved in the multiplication.
Started work on Lewt again, and I'll have the whole of next month to do as much as I can.
I've cleaned up a lot of the networking, and I've just added some stat bars for the HUD. Also made the magic effects a bit nicer.
[img]http://f.anyhub.net/3_Tt[/img]
[QUOTE=Darwin226;32040301]Yes but you don't actually want to scale the normals.[/QUOTE]
Any uniform scale will disappear when you re-normalize (which you should be doing regardless, as your vertex TBNs are LERPed to produce intermediate values). As for non-uniform scale, how often are you actually going to encounter it?.
[QUOTE=Darwin226;32040301] What I do is pass a finished matrix to the shader (the whole MVP) and then a rotation matrix that was involved in the multiplication.[/QUOTE]
This is perfectly fine, and probably more "correct". I personally throw out the rotation matrix after I'm done upadting my camera mainly to keep clutter down.
Okay, so I am trying to make my particle system efficient, since it's not really efficient right now for alot of particles. I am trying to make a particle engine like [url]http://dan-ball.jp/en/javagame/dust/[/url] , but my PS can't handle that much particles. Could anyone download the source for this: [url]http://www.mediafire.com/?abdc8go47excew4[/url]
And check it out, and check what is causing the problem that it cannot handle that much particles? I know alot of cpu power is going to drawing the particles, but I have no idea how to draw them another way.
[QUOTE=Ziks;32040417]Started work on Lewt again, and I'll have the whole of next month to do as much as I can.
I've cleaned up a lot of the networking, and I've just added some stat bars for the HUD. Also made the magic effects a bit nicer.
[img]http://f.anyhub.net/3_Tt[/img][/QUOTE]
Did you fix the nVidia card issue yet
Woop woop, finished the basic binding of some classes to their XML counter-parts. Right now I only have physics objects but eventually all game object types will be bound and each scene/map will be created entirely in 3dsmax.
I don't get much time to work on this, but this is where I'm up to after a few hours a week for a few months.
A test scene in game, with all the objects tagged as physics objects.
[img]http://i.imgur.com/7UzEP.png[/img]
The white wire frames are the debug physics collision shapes. The terrain is just loaded in as a trimesh for now, because I haven't implemented the heightmap collision shape stuff yet.
And here's what the scene looks like in 3dsmax:
[img]http://i.imgur.com/OVWOt.png[/img]
You can see the custom dialog that ogremax generates for you from an XML descriptor file. These properties are then exported as xml into the userdata section for each entity in the scene file.
[QUOTE=neos300;32040997]Did you fix the nVidia card issue yet[/QUOTE]
I've ordered a laptop that has a nVidia card, so when it arrives I'll hopefully find the problem.
[QUOTE=ROBO_DONUT;32040525]Any uniform scale will disappear when you re-normalize (which you should be doing regardless, as your vertex TBNs are LERPed to produce intermediate values). As for non-uniform scale, how often are you actually going to encounter it?.
This is perfectly fine, and probably more "correct". I personally throw out the rotation matrix after I'm done upadting my camera mainly to keep clutter down.[/QUOTE]
DAMN! You're right! That's why my shading was off.
[media]http://www.youtube.com/watch?v=1I5-k_bdfRg[/media]
Playing coop with my brother, who never played the game before.
This is actually the second take, because we [I]completely[/I] sucked in the first one. It was also hilarious.
[QUOTE=Maurice;32041243][media]http://www.youtube.com/watch?v=1I5-k_bdfRg[/media]
Playing coop with my brother, who never played the game before.
This is actually the second take, because we [I]completely[/I] sucked in the first one. It was also hilarious.[/QUOTE]
Motion blur on the players would look very good I think. Only enable it when they are going really fast though. Normal moving and jumping shouldn't blur.
[QUOTE=Robber;32041354]Motion blur on the players would look very good I think. Only enable it when they are going really fast though. Normal moving and jumping shouldn't blur.[/QUOTE]
There's no blur. I just can't render videos for shit.
[QUOTE=Maurice;32041377]There's no blur. I just can't render videos for shit.[/QUOTE]
I know. It's a suggestion. You should add blur.
[quote=Rank and Quark][img]http://www.facepunch.com/fp/ratings/cross.png[/img][/quote]
[img]http://dl.dropbox.com/u/1106779/marioblur.gif[/img]
[QUOTE=Robber;32041417]I know. It's a suggestion. You should add blur.[/QUOTE]
Oh. I fail at reading too.
I guess I could try it out and see how it looks.
Good job developing on a press alpha version
Are you guys going to give giantbomb a little hands-on or something?
Yes. They've got a little something planned on friday. But don't tell no one. Spread the word.
I'm gonna let out a small release of Back2Work for now. It's not nearly complete, but I feel it could use some testing from other people who will not feel bad about making me feel bad. :v:
Download it [b][url=http://dl.dropbox.com/u/29551413/Software/Back2Work.exe]here[/url][/b] and let me know what you think.
Thanks!
I'm gonna remove the file from dropbox in a few hours so get it while you can I guess
[QUOTE=garry;32038456]Uploaded Bootil to google code. Needs cleaning up, I will be cleaning it over time.
[url]http://code.google.com/p/bootil/[/url][/QUOTE]You should put it on github, too.
Maurice, I'd be willing to help optimize your code and stuff later if you want it. Also I can help with shaders using the LÖVE 0.8.0 development builds (and release build if it comes out soon) if you're into sweet effects.
[QUOTE=dajoh;32042279][img]http://localhostr.com/file/rNQKRYh/vase1.png[/img]
[img]http://localhostr.com/file/X5k9lKN/vase2.png[/img]
[img]http://localhostr.com/file/Lkxcrj3/vase3.png[/img]
Fully non-deprecated OpenGL 3.3.[/QUOTE]
Kewl I would have thrown up in my mouth if you were using deprecated functions
[QUOTE=dajoh;32042279]-uglyimgsnip-
Fully non-deprecated OpenGL 3.3.[/QUOTE]
So is cornflower blue too mainstream for you or something?
Facepunchers are the nitpickiest lot, seriously.
Also, at what point does this thread self-destruct? I don't remember prior WAYWOs lasting this long.
[QUOTE=ROBO_DONUT;32042995]Also, at what point does this thread self-destruct? I don't remember prior WAYWOs lasting this long.[/QUOTE]
Post limit was removed.
[QUOTE=esalaka;32043033]Post limit was removed.[/QUOTE]
So no highlights? :(
IF someone makes a new OP we could get Overv or someone to lock this one.
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