Reworked my rendering pipeline today to better support translucent materials. Translucent particles now integrate better with lighting and in particular can receive it.
Ever since I started the project I've been pondering whether to draw the light sprites or not. IRL you can only see the "sphere" around a light if it's surrounded by particles (like fog). Having them show up in translucent materials seems like a good compromise and results in some nice effects:
[img]http://puu.sh/oJVMj.jpg[/img]
[QUOTE=fewes;50277635]Reworked my rendering pipeline today to better support translucent materials. Translucent particles now integrate better with lighting and in particular can receive it.
Ever since I started the project I've been pondering whether to draw the light sprites or not. IRL you can only see the "sphere" around a light if it's surrounded by particles (like fog). Having them show up in translucent materials seems like a good compromise and results in some nice effects:
[img]http://puu.sh/oJVMj.jpg[/img][/QUOTE]
nice 3d engine
[QUOTE=Darkwater124;50277914]nice 3d engine[/QUOTE]
I wonder does it support 2D sprites and physics too ?
[QUOTE=fewes;50277635]Reworked my rendering pipeline today to better support translucent materials. Translucent particles now integrate better with lighting and in particular can receive it.
Ever since I started the project I've been pondering whether to draw the light sprites or not. IRL you can only see the "sphere" around a light if it's surrounded by particles (like fog). Having them show up in translucent materials seems like a good compromise and results in some nice effects:
[img]http://puu.sh/oJVMj.jpg[/img][/QUOTE]
is this source?
[QUOTE=fewes;50277635]Reworked my rendering pipeline today to better support translucent materials. Translucent particles now integrate better with lighting and in particular can receive it.
Ever since I started the project I've been pondering whether to draw the light sprites or not. IRL you can only see the "sphere" around a light if it's surrounded by particles (like fog). Having them show up in translucent materials seems like a good compromise and results in some nice effects:
[img]http://puu.sh/oJVMj.jpg[/img][/QUOTE]
B E A U T I F U L
[QUOTE=fewes;50277635]Reworked my rendering pipeline today to better support translucent materials. Translucent particles now integrate better with lighting and in particular can receive it.
Ever since I started the project I've been pondering whether to draw the light sprites or not. IRL you can only see the "sphere" around a light if it's surrounded by particles (like fog). Having them show up in translucent materials seems like a good compromise and results in some nice effects:
[img]http://puu.sh/oJVMj.jpg[/img][/QUOTE]
Very nice! Remember to put some shadows in as it looks a bit weird with none.
Does anyone have any tips on where to start with shader-based lighting/bloom/glow? I want to produce a neon glow effect but Googling around for that seems to be putting me at the top of a knowledge chain that I haven't really begun to explore yet. ProtoGL could really do with some more advanced shaders and of course some lighting capabilities, but I'm not sure where to start because I lack any knowledge on these topics.
[QUOTE=AntonioR;50279126]I wonder does it support 2D sprites and physics too ?[/QUOTE]
probably but there's no way you can get stuff to look that nice with just 2d stuff
[QUOTE=jonnopon3000;50280537]Does anyone have any tips on where to start with shader-based lighting/bloom/glow? I want to produce a neon glow effect but Googling around for that seems to be putting me at the top of a knowledge chain that I haven't really begun to explore yet. ProtoGL could really do with some more advanced shaders and of course some lighting capabilities, but I'm not sure where to start because I lack any knowledge on these topics.[/QUOTE]
Glow effects are pretty easy! All you need to do is mask out the pixels you want to glow (probably to a render texture of some sort), blur it and add it on top of the scene. I recommend trying to find a nice two-pass (horizontal+vertical) guassian blur shader and work off that!
Oh i just found a gem googling for something C# related.
It's a [URL="http://otter2d.com/"]2D game framework[/URL] built on top of SFML (for C#)
[QUOTE=fewes;50281507]Glow effects are pretty easy! All you need to do is mask out the pixels you want to glow (probably to a render texture of some sort), blur it and add it on top of the scene. I recommend trying to find a nice two-pass (horizontal+vertical) guassian blur shader and work off that![/QUOTE]
two pass (horizontal + verticel) tripple box blur is even better (faster) :). And yeah, it's pretty easy, since it's just 2D linear filter.
A little more work, integrated Rant, and viola!
[t]http://i.imgur.com/0VYKR0d.png[/t]
[QUOTE=Sidneys1;50282630]A little more work, integrated Rant, and viola!
[t]http://i.imgur.com/0VYKR0d.png[/t][/QUOTE]
Surprised anyone still uses Rant after so long.
Maybe I should start programming again.
[QUOTE=Berkin;50282664]Surprised anyone still uses Rant after so long.
Maybe I should start programming again.[/QUOTE]
It's honestly a godsend for stuff like this. I don't have to write my own random generator, just rant scripts, which there are existing dictionaries for. Obviously it's capable of much more than what I'm using it for here, but still.
[QUOTE=fewes;50281507]Glow effects are pretty easy! All you need to do is mask out the pixels you want to glow (probably to a render texture of some sort), blur it and add it on top of the scene. I recommend trying to find a nice two-pass (horizontal+vertical) guassian blur shader and work off that![/QUOTE]
Much appreciated (and you, Fourier); I'll start by learning me some general background on lighting, filtering etc. I must sound really dumb; until starting to look into this, I didn't realise how little I actually know about rendering things. Lots to learn but I should have cool things to show off soon(ish), working around exams and starting a new job is pretty tricky stuff.
[editline]9th May 2016[/editline]
...I just remembered that I have the Red Book. How the hell do you forget things like that.
[QUOTE=cartman300;50281596]Oh i just found a gem googling for something C# related.
It's a [URL="http://otter2d.com/"]2D game framework[/URL] built on top of SFML (for C#)[/QUOTE]
That would have been great if it was build on something that's easier to modify or extend then SFML.NET.
Like you either go all the way and provide something that covers an incredibly large set of use cases, or you have something that's easy to extend or modify.
And at the moment you have "Dependencies -> SFML -> CSFML -> SFML.NET -> Otter2D -> My Application" you kinda instantly rule out having something that's easy to extend or modify.
[QUOTE=Torrunt;50243353]I plan on releasing my game this month so I launched the Steam store page for it. Pretty exciting.
[url]http://store.steampowered.com/app/448320[/url][/QUOTE]
Is it out yet. It is May 2016.
So I'm taking Computation Photography at my uni. Our latest assignment was seam carving, ala [media]https://www.youtube.com/watch?v=6NcIJXTlugc[/media]
Original / bug that was awful to figure out / 50px less / it tried okay
[img]http://i.imgur.com/B6HlM2L.png[/img]
All done in python with opencv/numpy, took about 5 hours. It's easy to implement. It seams to work pretty well.
Bonus: [url]http://i.imgur.com/mq5p36j.png[/url] [url]http://i.imgur.com/6RkIE8l.jpg[/url]
[QUOTE=Kybalt;50283854]It seams to work pretty well.[/QUOTE]
nice
[QUOTE=Jitterz;50283807]Is it out yet. It is May 2016.[/QUOTE]
You can literally just click the store link you quoted and see for yourself.
[QUOTE=Kybalt;50283854]So I'm taking Computation Photography at my uni. Our latest assignment was seam carving, ala [media]https://www.youtube.com/watch?v=6NcIJXTlugc[/media]
Original / bug that was awful to figure out / 50px less / it tried okay
:snip:
All done in python with opencv/numpy, took about 5 hours. It's easy to implement. It seams to work pretty well.
Bonus: [url]http://i.imgur.com/mq5p36j.png[/url] [url]http://i.imgur.com/6RkIE8l.jpg[/url][/QUOTE]
Please try this on a human face and share the results. I feel like it would be similar to content-aware scale, but backwards.
[QUOTE=Jitterz;50283807]Is it out yet. It is May 2016.[/QUOTE]Am I the only one that thinks the game would be better as a mobile game?
[QUOTE=CoreWaffle;50285191]Am I the only one that thinks the game would be better as a mobile game?[/QUOTE]
It has a Castle Crashers/Alien Hominid vibe. I think it's fine on desktop.
Probably nobody remembers, but in 2012 I released a Quake 2D demo and many compared it to Abuse, a game by Crack dot Com released in 1996 [URL="http://www.mobygames.com/game/abuse"]http://www.mobygames.com/game/abuse[/URL]. No wonder it looked like Quake since it was founded by a guy from id. Bobby Prince did the sounds.
It was released for free, and I wanted to check it out. Playing a DosBox at 320x200 wasn't fun. I read about a high resolution mode in the readme and searching for a fix to make it work I found out the source code was released and several ports were made during the years, but mostly for Linux. Then I finally found a abandoned working Linux, Mac and [U]Windows[/U] version on GitHub and one thing lead to another, and I ended up messing around with the code instead of playing the game. Here is the final result and the list of updates I made (the video gets loud):
[video=youtube;0Q0SbdDfnFI]https://www.youtube.com/watch?v=0Q0SbdDfnFI[/video]
[quote]
Abuse 0.9a:
- Enabled custom resolutions and enabled lights on high resolutions
- Re-enabled OpenGL rendering to enable vsync
- Game screen scaling in window and fullscreen mode using F11 and F12
- Enabled some high resolution images from the 1997 Mac OS release
- Fixed level music not being played correctly, added "victory" music in the end game screen
- Fixed the health power image, fixed mouse image when choosing initial gamma
- Added or re-enabled various settings in the config file (borderless window, grab input, editor mode, high resolution images...)
- Local save game files and configuration files
- Quick load using F9, quick save using F5 on save consoles
- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower
- XBox360 controller support with rebindable buttons
- Updated abuse-tool so it can extract the images in Abuse SPEC files to modern image formats as individual images, tilemaps or a texture atlas with information about image, tile and animation frame sizes and positions
[/quote]
If anything, this is the only version where the music has finally been fixed. If you want you can get the links on my blog. I also extracted the textures which I already posted about, and converted music to MIDI. I tested it on my old and new PC on Windows 7 32bit and 64bit. If anything I would like to know if it works, and how does playing with the Xbox controller feel, because I want to use the same controls for my own engine:
[URL="http://antonior-software.blogspot.hr/2016/05/abuse-1996-sdl-port-09a.html"]http://antonior-software.blogspot.hr/2016/05/abuse-1996-sdl-port-09a.html[/URL]
The source code and the binaries are also on my GitHub page. The game physics are locked at 15 FPS and the rendering is a bit slow, since it is all done by pushing around bytes of data on the CPU. I would like that to be improved. I only compiled it for Windows, but it should also compile for Linux and Mac if I didn't mess something up. I would appreciate if someone would compile it for Mac and Linux and post it here, since I never used a Mac, and it would take a while for me to set up Linux:
[URL="https://github.com/antrad/Abuse_1996"]https://github.com/antrad/Abuse_1996[/URL]
I will make a thread in Games subforum too.
[QUOTE=AntonioR;50285658]Probably nobody remembers, but in 2012 I released a Quake 2D demo and many compared it to Abuse, a game by Crack dot Com released in 1996[/QUOTE]
I totes remember your Quake2D demo, it was cool as fuck. It's 2:00am here but I have to play this now :v:
Hopefully I'm not the only one but programming these things can be annoying, but easy. It's fun though once you get it to do what you want.
Fanuc LR Mate 200iC/5L..... My baby
[IMG]http://i.imgur.com/wBbCH5E.jpg[/IMG]
:v:
[QUOTE=Jitterz;50283807]Is it out yet. It is May 2016.[/QUOTE]
It'll be out in the later part of May. I'm still working on the networking a bit since online multiplayer with more than 2 players wasn't working correctly. It's almost fixed but after that there will still be a little more testing to do.
[QUOTE=CoreWaffle;50285191]Am I the only one that thinks the game would be better as a mobile game?[/QUOTE]
People have mentioned that to me before but the controls just wouldn't work well with a touch screen. You need to move and aim at the same time so your thumbs will get in the way of your view. You also need to be able to shoot, use melee and leap around. If the game was simplified it might work but I don't really want to do that.
[QUOTE=Vizik;50285751]-huge image-[/QUOTE]
please thumbnail large pictures with [t] tags, like so:
[t]http://i.imgur.com/wBbCH5E.jpg[/t]
On a more related note:
What were you using that for?
[QUOTE=Cold;50283614]That would have been great if it was build on something that's easier to modify or extend then SFML.NET.
Like you either go all the way and provide something that covers an incredibly large set of use cases, or you have something that's easy to extend or modify.
And at the moment you have "Dependencies -> SFML -> CSFML -> SFML.NET -> Otter2D -> My Application" you kinda instantly rule out having something that's easy to extend or modify.[/QUOTE]
It's reasonable. You can extend SFML with OpenGL after all (without modifying SFML source code), and Otter seems light enough (from what i saw after using it for a few hours) that it can be extended in the same way.
I wish there were more code-only 2D/3D frameworks in the spirit of SFML.NET
[QUOTE=Berkin;50282664]Surprised anyone still uses Rant after so long.
Maybe I should start programming again.[/QUOTE]
Rant is fucking awesome, dude.
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