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Author Topic: Ballisic Editor Video (HD)  (Read 2126 times)
PhonicUK
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« on: June 25, 2009, 05:15:38 AM »

HD video of the Ballistic Editor in action:

http://www.youtube.com/watch?v=TysBdCgYfaA
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Zaknafein
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« Reply #1 on: June 25, 2009, 11:33:11 AM »

That is really cool. Especially the auto-ramp and auto-texcoord stuff!
How long have you been working on this?
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PhonicUK
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« Reply #2 on: June 25, 2009, 11:42:07 AM »

That is really cool. Especially the auto-ramp and auto-texcoord stuff!
How long have you been working on this?

Thanks Smiley I've been working on this about 3/4 weeks now.
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Brac
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« Reply #3 on: June 25, 2009, 11:50:11 AM »

Great tool and great video too.
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Raul
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« Reply #4 on: June 26, 2009, 02:19:07 AM »

nice Map Editor.

Any features like: different ball materials (wood, plastic, metal) or maybe traps will be available?
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PhonicUK
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« Reply #5 on: July 05, 2009, 06:18:11 PM »

nice Map Editor.

Any features like: different ball materials (wood, plastic, metal) or maybe traps will be available?

Yup! Traps can be made yourself now I've added the ability to form joints and hinges into the editor.

As for ball materials, I'd like to - but for it to be really worthwhile I'd need working water, and at the moment water is a huge performance hit for me. Seems odd that I'd need to render the entire scene 3 times just to have water Sad
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jviper
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« Reply #6 on: July 05, 2009, 06:39:31 PM »

Quote
Seems odd that I'd need to render the entire scene 3 times just to have water

Yep. This is normal. This is a limitation of using a vector based rasterizer. Reflections and Refractions have to be faked. Only way to fix it is to switch to raytracing, but good luck getting that to run faster than a slide show.
« Last Edit: July 05, 2009, 06:41:19 PM by jviper » Logged

JAbstract.....Don't just imagine, make it happen!
Zaknafein
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« Reply #7 on: July 05, 2009, 08:57:11 PM »

Well... There always ways to optimize.

For reflection, then you can only render stuff that's above the water, with a custom clip plane. (for refraction it's whatever's underneath the water plane)
I believe TV3D does this internally. This does not cut on the vertex processing costs, but on the fillrate + pixel shader processing.

You can almost always use a RS that's twice as small as the main buffer too, for the reflect/refact surfaces. This makes water passes pretty fast.
And apply LOD tricks to render meshes at a lower polycount in the water pass, or just skip rendering for less visible things like decals or grass/shrubs.
« Last Edit: July 05, 2009, 08:59:42 PM by Zaknafein » Logged

Miranu
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« Reply #8 on: January 29, 2010, 04:09:23 AM »

where i may download it or how can i teach it-are some tutorials or videotutorials?
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PhonicUK
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« Reply #9 on: February 01, 2010, 06:20:19 PM »

It's not finished yet, sign up for the Beta at PhonicUK.com/forums
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