• What are you working on?
    5,949 replies, posted
  • Avatar of esalaka
  • Also, isn't parallax mapping lighter? IMO, it's a nice material effect to have. Gives your surfaces a little more definition. And doesn't need the generation of additional geometry. [editline]12th September 2011[/editline] s/additional geometry/more vertices, therefore lessening render tiem/
  • [QUOTE=esalaka;32241513]What I mean is that you generally have to use some sort of a wrapper to conveniently wrap classes to userdata if you don't want to resort to writing everything by hand. [editline]12th September 2011[/editline] Can't you do both :v:[/QUOTE] That's a lazy way to go about it anyway. I originally wanted to do that with LuaBind, but If you roll your own class extensions, you can create clean, standardized Lua C API extensions to your currently existing Lua implementation.
  • [QUOTE=ROBO_DONUT;32241012]Fixed the texture coordinates: [img_thumb]http://img826.imageshack.us/img826/6081/11911.png[/img_thumb] There's a lot of rendering stuff I still want to do (subpixel reconstruction anti-aliasing, parallel-split shadow maps, possibly subsurface scattering, etc.), but I think I'm going to force myself to work on scripting (maybe networking) next. After all, I can't really call it an 'engine' if all it does is make pretty pictures. Anyone have any suggestions? I'm looking at LuaJIT at the moment.[/QUOTE] Looks really impressive. I think you should add shadows before moving on though, take a look at dual parabolic shadow mapping for point lights. [url=http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-variance-shadow-mapping.html]http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-variance-shadow-mapping.html[/url]
  • [QUOTE=esalaka;32241568]Also, isn't parallax mapping lighter? IMO, it's a nice material effect to have. Gives your surfaces a little more definition. And doesn't need the generation of additional geometry. [editline]12th September 2011[/editline] s/additional geometry/more vertices, therefore lessening render tiem/[/QUOTE] I dunno, it's still a boatload of texture lookups, which is why it's used sparingly even in 'tech-demo' type games like Epic or Crytek make, and it still often ends up looking funky.
  • [QUOTE=ROBO_DONUT;32241012]Anyone have any suggestions? I'm looking at LuaJIT at the moment.[/QUOTE] LuaJIT is great, especially with its FFI. Pure LuaJIT is basically as fast as Java, AFAIK.
  • Avatar of Ortzinator
  • [QUOTE=esalaka;32241568]Also, isn't parallax mapping lighter?[/QUOTE] You mean "cheaper"?
  • Avatar of icantread49
  • [QUOTE=icantread49;32239080]That's fucking ill Wish I could do shit like that[/QUOTE] Damn I'm so funny and I don't even know it :saddowns:
  • Crossposting from WDYNHW since its my third time asking and I'm still not fully sure [QUOTE=Map in a box;32242079][code] gluLookAt((float)Math.sin(pitch)*0.5f, (float)Math.cos(yaw)*0.5f, 5.0f, /* eye is at (0,0,5) */ 0.0f, 0.0f, 0.0f, /* center is at (0,0,0) */ 0.0f, 1.0f, 0.0f); [/code] I am not doing it right am I. I know you shouldnt use gluLookAt, I just dont know what else to use.[/QUOTE] I don't know how to make a camera, is what I have trouble with
  • Avatar of Zeonho
  • I'm working on a small framework (wrapper??) for SFML.Net to get a simliar feeling like XNA. Already got a working Game class, ContentManager, GameTime, SpriteBatch(still without layerDepth), GameComponet and DrawableGameComponent. Still have to add animated Sprites, a particle system, a collisions manager and more stuff [img]http://dl.dropbox.com/u/28308500/Pics/sfmlnet2.png[/img]
  • Avatar of CarlBooth
  • [QUOTE=Zeonho;32242526]I'm working on a small framework (wrapper??) for SFML.Net to get a simliar feeling like XNA. Already got a working Game class, ContentManager, GameTime, SpriteBatch(still without layerDepth), GameComponet and DrawableGameComponent. Still have to add animated Sprites, a particle system, a collisions manager and more stuff [img]http://dl.dropbox.com/u/28308500/Pics/sfmlnet2.png[/img][/QUOTE] For that true XNA feel, add redundant comments [I]everywhere[/I]
  • Avatar of TGiFallen
  • [QUOTE=ROBO_DONUT;32241012]Anyone have any suggestions? I'm looking at LuaJIT at the moment.[/QUOTE] I love Lua so I will definitely suggest you use it. It has a tiny memory footprint: [quote=LuaJIT]low memory footprint: less than 125K for the VM plus less than 85K for the JIT compiler (on x86). [/quote] It is much faster than V8, [URL="http://attractivechaos.wordpress.com/2011/01/23/amazed-by-luajit/"]as proven in these performance tests.[/URL]. [QUOTE=slime73;32241854]LuaJIT is great, especially with its FFI. Pure LuaJIT is basically as fast as Java, AFAIK.[/QUOTE] It is almost as fast as C.
  • Avatar of danharibo
  • How the hell is LuaJIT so fast. It's a shame I don't like Lua's syntax that much, since it does seem better suited for high-performance.
  • Avatar of Maurice
  • [img]http://i.imgur.com/GKw0Z.png[/img] Random minecraft texture pack Yay or nay? This would only be for some of the story-levels.
  • [QUOTE=Dotmister;32241613]Looks really impressive. I think you should add shadows before moving on though, take a look at dual parabolic shadow mapping for point lights. [url=http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-variance-shadow-mapping.html]http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-variance-shadow-mapping.html[/url][/QUOTE] I'm not really sure about shadow mapping point-lights (at the very least, I'll probably experiment with it at some point). I'm definitely going to do shadow mapping for the directional environmental light, but I'm not sure it's worth the cost for point sources. If I do support shadow maps for point-sources, parabolic shadow maps really do sound like the way to go, although I don't think I'm going to do VSM like in the implementation from the site you linked, as it can produce some really gross artifacts. I think I'm going to do conventional shadow mapping, but render out to a fullscreen buffer and (if necessary) do a screen-space bilateral blur (which respects discontinuities in depth) to smooth the jaggies.
  • Avatar of icantread49
  • Got sound working in my Marmalade game For some reason, Marmalade's sound system likes to skip into the first sound that's played, and then everything else after that works as expected, very odd [cpp] // initialization code, etc. // warm-start marmalade's sound system which seems to have a very odd bug // the first sound played has some sort of odd delay { ISound* sound = SoundCache::LoadOrGet("silence.raw"); sound->Play(1); } [/cpp]
  • Avatar of Naelstrom
  • [QUOTE=ROBO_DONUT;32241012]Fixed the texture coordinates: [img_thumb]http://img826.imageshack.us/img826/6081/11911.png[/img_thumb][/QUOTE] Do you have a resource I can look at for deferred lighting? Right now I'm using [url=http://lightindexed-deferredrender.googlecode.com/files/LightIndexedDeferredLighting1.1.pdf]this[/url], but it mainly talks about the concepts assuming you have a good grasp on opengl(Which I don't). Can you recommend anything for me? Anyway I've gotten multi-light shading working, only to find out that using more than 8 lights causes severe problems; I'd really like to get some deferred lighting working instead. [img]http://1337upload.net/files/20110910-053628-1.png[/img]
  • Decided to work again on a engine me and my friend are making [thumb]http://i.imgur.com/BComS.png[/thumb] Autocomplete! Yay!
  • [QUOTE=Naelstrom;32246026]Do you have a resource I can look at for deferred lighting? Right now I'm using [url=http://lightindexed-deferredrender.googlecode.com/files/LightIndexedDeferredLighting1.1.pdf]this[/url], but it mainly talks about the concepts assuming you have a good grasp on opengl(Which I don't). Can you recommend anything for me?[/QUOTE] That's really not conventional deferred shading at all. I've never seen that approach before. There's a lot of good information in presentations from GDC and similar conferences. For example the implementations of [url=http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf]Killzone 2[/url] or Starcraft 2 ([url=http://developer.amd.com/gpu_assets/S2008-Filion-McNaughton-StarCraftII.pdf]slides[/url] or [url=http://developer.amd.com/documentation/presentations/legacy/Chapter05-Filion-StarCraftII.pdf]paper[/url]). GPUGems also has examples from [url=http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html]S.T.A.L.K.E.R.[/url] and [url=http://http.developer.nvidia.com/GPUGems3/gpugems3_ch19.html]Tabula Rasa[/url]. Also read [url=http://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/]this post[/url] if you want an efficient and simple method for obtaining pixel coordinates from depth. Many of these sources speak in API-agnostic terms, so you'll have to figure out the details for yourself for the most part. You basically just need to set up a bunch of textures with the necessary formats ([url=http://www.opengl.org/wiki/Rectangle_Textures]rectangle textures[/url] are probably easiest to work with in this specific application), try to make them all the same size per pixel. For instance, I use GL_R32F for depth (it's a secondary [i]linear[/i] depth buffer), GL_RG16F eye-space normals (x and y only, z is reconstructed), and GL_RGBA8 for diffuse, specular, and emissive color (specular/emissive exponent is stored in alpha), all of which are 32 bits/pixel. Bind these to a single [url=http://www.opengl.org/wiki/Framebuffer_Object]framebuffer object[/url] to render geometry to. Unbind the FBO, enable additive blending, bind the g-buffer individual textures as samplers, and render each light as a fullscreen quad, taking into account the positions/normals of each pixel to perform lighting.
  • Avatar of Naelstrom
  • Thanks, I feel much better now that I have all the documents I need. I mean really, I would be lost without your post.
  • Avatar of Maurice
  • Doors! [img]http://i.imgur.com/mycjF.gif[/img] .. makes me wish I had an artist. [editline].[/editline] Or was one. Maybe I should stop being a programmer and go to art school, then draw every frame of the game by hand. Or give the user my email and tell him to email me all keypresses, and I'll send him the next frame. I hope the user has vsync.
  • Avatar of robmaister12
  • [QUOTE=Maurice;32247269]Or was one. Maybe I should stop being a programmer and go to art school, then draw every frame of the game by hand. Or give the user my email and tell him to email me all keypresses, and I'll send him the next frame. I hope the user has vsync.[/QUOTE] Not OpenGL
  • Avatar of Werem00se
  • I couldn't sleep, and then I started thinking. To sum it up, I have no hobby so I forced myself to program. Here are the results, a shit calculator. [url]http://www.mediafire.com/?gxt7ii4o6cih50d[/url] I need to do this more often.
  • Avatar of Sir Whoopsalot
  • [QUOTE=high;32201236]Changing it to a method makes almost no difference. [img]http://goo.gl/ULRjo[/img][/QUOTE] Hmm, I like the look of that IDE... IDE and theme please?
  • Avatar of ZeekyHBomb
  • [QUOTE=robmaister12;32248215]Not OpenGL[/QUOTE] Extensions though [url]http://www.opengl.org/wiki/SwapInterval_aka_vsync[/url]
  • [QUOTE=Maurice;32247269]Maybe I should stop being a programmer and go to art school, then draw every frame of the game by hand. Or give the user my email and tell him to email me all keypresses, and I'll send him the next frame. I hope the user has vsync.[/QUOTE] So basically OnLive? :v:
  • Avatar of DrLuke
  • I can't stand the lag when playing some old as hell games on a virtual box, I think I'd get an aneurysm with OnLive.
  • anyone got autocad file .. on suboject Street lights powered by solar energy