My unlimited bandwidth when from 100mb to 2GB in 1.3 Days, Not bad then. :v:
This doesn't seem to work for me, May it be because i am using vista?
Ive tested this in XP, Vista and 7 all worked fine, Try updating your direct X:
[url]http://www.microsoft.com/downloads/details.aspx?familyid=04ac064b-00d1-474e-b7b1-442d8712d553&displaylang=en[/url]
Was this made using pixels?
[QUOTE=efeX;20989629]Was this made using pixels?[/QUOTE]
Is it just me or did that not make any sense whatsoever?
Any computer graphics is made using pixels.
I lol'd at the last two posts
This thing was so fucking awesome. 5/5.
[QUOTE=BmB;20990669]Any computer graphics is made using pixels.[/QUOTE]
YOU'RE [b][u]WRONG![/b][/u]
Ow, I think I hurt my wrist, brb.
[QUOTE=voodooattack;20980534]Oh wow, It's a good thing it's running at this speed then; I sort of wonder about scalability though, so here's what I think:
For anything more complex (think: whole solar systems with asteroid belts and planets with stuff on them), I'd recommend writing your own specialised scene manager, one that implements some sort of volumetric paging system, giving it the ability to handle the "space > atmosphere" transitions in a specialised/optimised manner.
Also, have you considered using [url= http://www.cognigraph.com/ROAM_homepage/]this approach[/url] for geometry optimisation? I believe it to be a much better alternative to LOD levels.[/QUOTE]
Forgot to mention that I actually have two kinds of planets, a complex one and a simple. The complex is with the actual heights and the simple is just a sphere with a normal map. Later I'm going to add billboards for planets that are real far away.
All this is handled by a system that works pretty much like a scenemanager.
Also, I think I'm going to look more into the terrain geometry later. The one I have now have a pretty good performance but it doesn't look that good, alot of popping and gaps. Right now I'm hiding all the gaps with huge skirts, but that really slows down the rendering.
[QUOTE=efeX;20989629]Was this made using pixels?[/QUOTE]
No, I used paint:
[img]http://www.regionalpainting.ca/3-cans-of-paint.jpg[/img]
Magic paint apparently.
[QUOTE=voodooattack;20994004]YOU'RE [b][u]WRONG![/b][/u]
Ow, I think I hurt my wrist, brb.[/QUOTE]
Okay there's vector graphics, but I don't think there's been a vector display in production for 20 years or something.
[QUOTE=MGinshe;20989888]Is it just me or did that not make any sense whatsoever?[/QUOTE]
If you don't frequent the WAYWO thread, you won't understand.
[QUOTE=BmB;20990669]Any computer graphics is made using pixels.[/QUOTE]
Polygons perhaps?
The only pixels you'll ever find are the ones in your monitor and TV. :v:
It'd be awesome if you could generate random noise for the texture blending per planet.
Polygons still have to be rasterized into pixels, or raytraced into pixels.
Very nice looking. I really hope you do release the source code to this. I am planning on doing more with graphics programming over the summer. Only got as far as basic OpenGL (freeGLUT) and basic rendering/shaders/ect.
[QUOTE=BmB;21027793]Polygons still have to be rasterized into pixels, or raytraced into pixels.[/QUOTE]
If you honestly believe that dezek took polygons and razterized them into pixels, i think you should rethink.
Obiviously he used polygons, or triangles to make it, only at runtime is it made into pixels shown on your screen.
You know what's funny?
The fact that a page long debate erupted over "Was this made using pixels?"
We'd all like the source code! Oh and if not that, you could always create a well documented API (right word?) with headers and things!
If you feel that hungry for sources, [url=http://www-evasion.imag.fr/Membres/Eric.Bruneton/]check this out.[/url]
This video gave me code-gasms tbh:
[hd]http://www.youtube.com/watch?v=jL9BKTkTMY4[/hd]
[QUOTE=voodooattack;21046510]If you feel that hungry for sources, [url=http://www-evasion.imag.fr/Membres/Eric.Bruneton/]check this out.[/url]
This video gave me code-gasms tbh:
[hd]http://www.youtube.com/watch?v=jL9BKTkTMY4[/hd][/QUOTE]
Omg wtf codejism.
[QUOTE=voodooattack;21046510]If you feel that hungry for sources, [url=http://www-evasion.imag.fr/Membres/Eric.Bruneton/]check this out.[/url]
This video gave me code-gasms tbh:
[hd]http://www.youtube.com/watch?v=jL9BKTkTMY4[/hd][/QUOTE]
how the fuck was that running at >60 fps the whole time :0
amazing what they can do these days
[QUOTE=turb_;21047596]how the fuck was that running at >60 fps the whole time :0
amazing what they can do these days[/QUOTE]
[quote]Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering.[/quote]
[url]http://www-evasion.imag.fr/Membres/Eric.Bruneton/[/url]
Amazing indeed.
[QUOTE=aualin;21030787]If you honestly believe that dezek took polygons and razterized them into pixels, i think you should rethink.
Obiviously he used polygons, or triangles to make it, only at runtime is it made into pixels shown on your screen.[/QUOTE]
Jesus christ when will people learn that they cannot disagree by agreeing.
"Whaa, you are wrong, they weren't rasterized. Because they were actually rasterized!"
.... :|
Beautiful. You have achieved something beautiful. Well done yoU!
[QUOTE=dezek;20956467]Some of you have maybe read about my project in the "What are you working on" threads. I managed to actually complete the project yesterday and I though that I could share it here, at least some of you would enjoy trying it.
Virtual Universe is the name I gave the project when I first started it, I've been working on this project since August last year but I can't say I've been programming day and night since then, I had a couple of big breaks and also a lot of paperwork as this is a schoolproject. Now I only have a huge report to write..[/QUOTE]
Okay, what I've always been mystified about when it comes to 3D, is how DO you do all the texturing, map editing etc. etc. etc.? Of course, I'm referring to using solely C++ code, and no APIs other than a basic graphics one, like SFML or SDL.
[url=http://en.wikipedia.org/wiki/Polygon_mesh]Meshes[/url] and [url=http://en.wikipedia.org/wiki/UV_mapping]UV Mapping[/url].
[QUOTE=yngndrw;21065149][url=http://en.wikipedia.org/wiki/Polygon_mesh]Meshes[/url] and [url=http://en.wikipedia.org/wiki/UV_mapping]UV Mapping[/url].[/QUOTE]
Listen to this man. He speaks with wisdom.
Well you said yourself you used the same system Infinity uses so quite obviously it's going to look like Infinity to me. Very cool :v:
Oh wow I just played it for a bit, this is really cool. The only 2 things I find slightly annoying is what happens when you fly head on at a planet and also, when you are flying at a planet, you can see everything constantly changing (not just building up, but like moving about and stuff).
If you don't get a perfect grade then whoever marked it knows nothing.
[editline]04:57PM[/editline]
Ran at a solid 190 FPS while flying around and in and out of planets.
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