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Author Topic: Our game development [large images!]  (Read 1077 times)
JukkaKevät
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« on: April 22, 2008, 10:41:16 AM »

Uploaded couple of screenshots from our game development. It's mostly graphical stuff with shaders, but also lots of invisible stuff like scene handling and loading.

The models and textures were bought from DexSoft so please no critique or praise for us about them.

Click for full size




I'm going to do a videocapture when the next room is finished. It should show a bit more about the functionality...
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Hypnotron
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« Reply #1 on: April 22, 2008, 11:41:19 AM »

looks legit.   good job.
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ZaPPZion
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« Reply #2 on: April 22, 2008, 11:59:41 AM »

Looks pretty good, though it seems you're using a pretty large FOV setting, it seems stuff is a bit stretching itself Wink but other than that, it looks pretty awesome
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GD
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Josip Basic


« Reply #3 on: April 22, 2008, 01:01:50 PM »

it's extra!
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tvsm.co.cc - TVSceneManager
JukkaKevät
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« Reply #4 on: April 22, 2008, 01:18:24 PM »

Heh, it's actually 90 degrees, could it be widescreen aspect ratio causing the strech?
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Mietze
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« Reply #5 on: April 22, 2008, 01:45:14 PM »

And whats about the performance? I mean, eyecandy with 2FPS isnt playable Wink ... "playable", gotcha! Wahts the game about? Wouldnt it be a good idea to create a game and then the graphics? Tongue
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Happy
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« Reply #6 on: May 05, 2008, 02:08:27 PM »

Very impressive graphics, no doubt. But I would like to know whats the story about, it tends to give us a general prospective of what the game is going to be like. Otherwise, keep up the good work. Wink

JukkaKevät: Question>  Tell me, did you achieve the results of diffuse + specular + normals  & lightmaps from the use of shaders, or did you use Truevision's built-in functions individually? or was the artwork just painted with very good texturing?
« Last Edit: May 05, 2008, 02:35:28 PM by Happy » Logged
JukkaKevät
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« Reply #7 on: May 05, 2008, 09:26:34 PM »

It is a custom shader.

Basically its just basic phong with little modifications. The way I handle ambient distribution is somewhat unique, but still nothing radical. I think the best piece of the cake is the soft shadows and bloomed self illumination, other than those it's very basic. I have option to turn parallax or even relief mapping on, but they are double edged swords (some models look good, but others get worse).
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Raul
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« Reply #8 on: May 06, 2008, 12:18:11 AM »

gorgeous. Grin
it's like DOOM 3 game. very spooky. i like that.

lighting + shadows are real time?
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Waterman
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« Reply #9 on: May 06, 2008, 03:27:14 AM »

WOW! A van de Graaf generator! Bzzzzzzz! Hehe.

Should be surrounded by blue electric particles right?
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Things should be described as simply as possible - but not simpler [A. Einstein]
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