[IMG]http://imgur.com/K9Huj.jpg[/IMG]
The blue circle is an explosion, so far it's just an animated circle that flashes random colors, still working on it.
[img]http://ahb.me/R08[/img]
Trying to make some kind of chatbot that you can teach. Currently using JSON to save the brain. I am probably going to change to soon though.
[QUOTE=Jack Trades;25872108][img_thumb]http://imgur.com/K9Huj.jpg[/img_thumb]
The blue circle is an explosion, so far it's just an animated circle that flashes random colors, still working on it.[/QUOTE]
Holy shit look at that circle go!
[QUOTE=AzLaN;25872931][img_thumb]http://ahb.me/R08[/img_thumb]
Trying to make some kind of chatbot that you can teach. Currently using JSON to save the brain. I am probably going to change to soon though.[/QUOTE]
Write it in lisp.
Also save the brain as lists, and with clever trickery you might actually be able to execute the brain!
[QUOTE=Jallen;25869003]My point [I]is[/I] the number of vertecies.
If your map is 1000x1000 and you only do the top layer of cubes then you have 1,000,000 cubes which is 12,000,000 triangles.[/QUOTE]
I guess that you'd only have to (at most) render half the cube, but 6,000,000 triangles is still a fair amount.
[QUOTE=AtomiC0l;25869604]After a certain distance you could blend blocks together. 2x2 blocks would create 2 triangles, same with 4x4, 8x8 16x16 ...
Mipmapping(kinda) so to speak.[/QUOTE]
You'd probably still have to create the textures which represent that, since if you just ignored some blocks buildings would look weird. The changing texture etc could be slower than just rendering a few more blocks.
[QUOTE=Dotmister;25873402]I guess that you'd only have to (at most) render half the cube, but 6,000,000 triangles is still a fair amount.[/QUOTE]
You're forgetting that you rarely need to render all the cubes at once, only the ones visible to the player.
[editline]5th November 2010[/editline]
Also, [url]http://www.geeks3d.com/20100629/test-opengl-geometry-instancing-geforce-gtx-480-vs-radeon-hd-5870/[/url]
Shows the power of instancing pretty well :3:
Nobody seems to have picked up that his project is for offline rendering.
Also I've never worked with the raw .obj format, but if it supports it you could just export the cube faces as 1 quad, instead of 2 triangles. (AFAIK most renderers support quads as input)
Yeah, I'm using quads right now. It would be interesting if I could discover how to get instancing working; I could definitely do it if I was rendering it myself, but I'm not sure how I could export it in a way that supports it.
Internally quads are converted to triangles for the underlying hardware, so I'm not sure it would help.
To get instancing to work you need a single model of a cube (Can be either in a file or even hard coded.) and you need a list of cube positions. You build an instance buffer with the positions and send that buffer off to the graphics card along with the vertex and index buffer from the cube model.
I'm rendering in blender though. I'm not against doing it in a more low-level way though, especially for my screenshot idea.
[QUOTE=yngndrw;25875030]Internally quads are converted to triangles for the underlying hardware, so I'm not sure it would help.[/QUOTE]
"Offline rendering" being something that either doesn't use the GPU at all or just uses the shader hardware for calculation. The rasterization hardware is never involved. The renderer may convert into triangles, but I don't think the methods involved require any triangulation.
Some renderers (blender being one) do support instancing, but he'd have to either use a custom format or export it into a native .blend file, none of which would be that easy.
Well it depends what you want from it. (You didn't really explain your final goal for it, only that it's currently done in blender.)
Instancing will only help if you're rendering in real-time. If you're only interested in rendering off-line in Blender, then you could think about writing a Blender plug-in in Python to load the levels directly from Minecraft.
[b]Edit (Ninjas):[/b] I'd assume they would just convert quads into triangles even for blender, no point in writing a renderer which has to accept either quads or triangles if you can just convert the quads and use the same renderer. The instancing with blender could be done nicely with the plug-in thing I mentioned in this post - Create a cube then create instances of it in the positions you load directly from the level.
It's not for any real-time stuff, no.
[QUOTE=esalaka;25873321]Write it in lisp.
Also save the brain as lists, and with clever trickery you might actually be able to execute the brain![/QUOTE]
I'd rather stick to c# :P.
By an chance, does anyone else study at the TU Darmstadt here?
Wrote my own gluLookAt using my vector/matrix class. c++ and OGL
Low fps..., but that's fraps fault.
Showing my 2 camera functions
[code]
void hCameraSetViewByMouse(const float mouseSpeed);
void hCameraSetViewByVector(const hVec3 vector);
[/code]
[media]http://www.youtube.com/watch?v=ncM6vm7W15M[/media]
[QUOTE=likesoursugar;25876491]Wrote my own gluLookAt using my vector/matrix class. c++ and OGL
Low fps..., but that's fraps fault.
Showing my 2 camera functions
[code]
void hCameraSetViewByMouse(const float mouseSpeed);
void hCameraSetViewByVector(const hVec3 vector);
[/code]
[media]http://www.youtube.com/watch?v=ncM6vm7W15M[/media][/QUOTE]
Obligatory "looks unbelievably like Arcadia" comment :v:
[QUOTE=Dlaor-guy;25877275]Obligatory "looks unbelievably like Arcadia" comment :v:[/QUOTE]
I don't get it? :P
[QUOTE=likesoursugar;25877617]I don't get it? :P[/QUOTE]
It's one of the few memes born from WAYWO.
I didn't go to school today because I wasn't feeling too well, and since I was bored as shit I decided to make a quick game Dots.
[media]http://www.youtube.com/watch?v=QtV7fiBaCcc[/media]
It's a basic Dodge and collect game.
Took 1 hour and 45 minutes. :D
[img]http://i53.tinypic.com/2yujbj9.jpg[/img] a lighting thing in my deferred thing
[QUOTE=xAustechx;25877759]I didn't go to school today because I wasn't feeling to well, and since I was bored as shit I decided to make a quick game Dots.
[media]http://www.youtube.com/watch?v=QtV7fiBaCcc[/media]
It's a basic Dodge and collect game.
Took 1 hour and 45 minutes. :D[/QUOTE]
[media]http://www.youtube.com/watch?v=Z4tfBLz5uUM[/media]
Sup bro.
[img]http://ahb.me/R6v[/img]
Sup Geel9
(Doesn't work all the way but sup)
[QUOTE=esalaka;25871648][url=http://www.joelonsoftware.com/articles/ThePerilsofJavaSchools.html]According to Spolsky, you're actually fairly lucky.[/url][/QUOTE]
[quote]When I started interviewing programmers in 1991, I would generally let them use any language they wanted to solve the coding problems I gave them.[/quote]
10 points to anyone who uses Kari in an interview
[QUOTE=geel9;25881630][media]http://www.youtube.com/watch?v=Z4tfBLz5uUM[/media]
Sup bro.[/QUOTE]
That [b]IS[/b] faster than a raging jallen.
[QUOTE=xAustechx;25877759]I didn't go to school today because I wasn't feeling to well, and since I was bored as shit I decided to make a quick game Dots.
[media]http://www.youtube.com/watch?v=QtV7fiBaCcc[/media]
It's a basic Dodge and collect game.
Took 1 hour and 45 minutes. :D[/QUOTE]
[media]http://www.youtube.com/watch?v=5NycimIkYyE[/media]
Made it with LÖVE. I call it Döts.
No silly menus or score displays here.
[url=http://love2d.org/forums/viewtopic.php?f=5&t=2090]download[/url]
I win because I provided a download.
Ok score and health works kinda now
[img]http://ahb.me/R78[/img]
[QUOTE=thelinx;25881974]
[b]No silly menus or score displays here.[/b]
[/QUOTE]
Somehow I feel this is related to my Zombie Outrage 2 game. :v:
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