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Shadowsong
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« Reply #61 on: February 08, 2010, 03:30:29 AM » |
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Wow looks very good. However what is a "cootie/cooty" ?
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Shadowsong
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« Reply #64 on: February 09, 2010, 06:33:06 AM » |
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WOW  This looks exceptionally good!! How did you achieve the reflections? Is it a standard reflection shader which needs to render everything twice or is it some fancy magical way to do this? I love the overall look of this, this is very near to what I consider photorealstic.
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AriusEso
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« Reply #65 on: February 09, 2010, 08:19:13 AM » |
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How did you achieve the reflections? Is it a standard reflection shader which needs to render everything twice or is it some fancy magical way to do this?
Aha, Jviper asked me a similar question on IRC yesterday. Believe it or not it's just specular. 
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Lenn
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« Reply #66 on: February 09, 2010, 09:40:51 AM » |
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Looks a lot more like reflection because SSAO makes it appear like some parts are shaded from objects in front and also the fact that the specular shader produces a circular highlight which is same as the shape of the ball objects that glow. ;P
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AriusEso
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« Reply #67 on: March 19, 2010, 08:58:41 PM » |
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Fallen behind a bit. I went scouting around other engines to see what I could add underneath. I'm part way through adding a scene management system using nodes( something I really liked from OGRE ). I will attach portals to this. The only visual thing I have to show is for debug builds. If you build your application as debug and press CTRL+SHIFT and ~ you will get this. XVID, 20MB: http://floating-fragment.co.uk/junk/mkocore.aviIt's pretty much just pretty at the moment, so I thought it was worth a post, but you can see where I'm going with the editing side of mako.
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AriusEso
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« Reply #68 on: April 07, 2010, 09:03:01 PM » |
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Here is some "splatted" grass: http://www.youtube.com/watch?v=HstW5Wg1lPcIt still needs some work so it isn't quite so uniform. It adheres to the splat maps used for texturing and is a variation on fur.
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Zaknafein
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« Reply #69 on: April 08, 2010, 11:08:31 AM » |
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Oh so the grass strands don't actually stick out as geometry? They're just a visual trick in the texturing?
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AriusEso
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« Reply #70 on: April 08, 2010, 12:36:42 PM » |
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Oh so the grass strands don't actually stick out as geometry? They're just a visual trick in the texturing?
They are geometry, it's fur shells. 
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AriusEso
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« Reply #71 on: April 14, 2010, 05:57:12 PM » |
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[click for big]  Started to write some test code for an octree. Never done one before. Currently all it does is a cell divide if a certain mesh count for the cell is breached( in that screen, only 1 mesh can be a cell ). Ignore the framerate, all those draw_line3D( 12 per cell ) calls are really hammering it. 
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AriusEso
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« Reply #72 on: April 15, 2010, 12:12:29 AM » |
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[click for big] ( no culling )  ( culling )  That's actually a bigger frame jump then I was expecting. 
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ZaPPZion
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« Reply #73 on: April 15, 2010, 12:35:13 PM » |
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Nice job, done that yesterday as well for school  I take it you're only going to make the octree once, then just take that state of division as and use it for the dynamic objects as well?
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AriusEso
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« Reply #74 on: April 15, 2010, 12:37:44 PM » |
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Nice job, done that yesterday as well for school  I take it you're only going to make the octree once, then just take that state of division as and use it for the dynamic objects as well? I haven't decided. I would like to be able to rebuild sections of it on the fly according to moveables. Possibly threaded in some way. I honestly dunno yet.
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AriusEso
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« Reply #75 on: April 16, 2010, 07:41:04 AM » |
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Ok ZaPP, given moveables some thought.  I'm going to create, well, basically a swap chain I suppose. Two octrees. #1: Current. #2: Calculated, say every 500ms. This is in a seperate thread. When #2 is ready, we swap them over, clear the previous one and start again. This should work. I'm currently writing a proof of concept to test it.
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ZaPPZion
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« Reply #76 on: April 16, 2010, 10:09:37 AM » |
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Ah great, that'd work as well  been thinking about that as well. I'm not doing that for school now, since that framework needs to be multi-platform because of other teammembers with linux, freebsd and macosx. So threading is quite hard to get right for all of them, involves a lot of definitions per platform. You could also just update the tree parts that have the moving parts in them if they are visible or so.
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Brac
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« Reply #77 on: April 16, 2010, 10:27:54 AM » |
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AriusEso
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« Reply #78 on: April 16, 2010, 10:32:22 AM » |
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Yea, I did think about that. Updating each "leaf" as it were. But that seems messy, especially if you have a large depth of iteration. I can build an octree right now, a simple one, inside 1ms. So I think just rebuilding every half second or so might be more benificial. Anyway, I'll see how it turns it out.
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AriusEso
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« Reply #79 on: April 16, 2010, 10:32:46 AM » |
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Excellent Brac, thank you. 
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