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Re: glossy shaders! (human after all)
[Re: Redeemer]
#444003
07/28/14 17:49
07/28/14 17:49
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Thanks! Nope, its a church in Rome http://www.humus.name/index.php?page=Textures&ID=110here is a small snippet to convert the Humus' skybox textures into a Gamestudio-useable file:
BMAP* negxBmap = bmap_create("negx.jpg");
BMAP* poszBmap = bmap_create("posz.jpg");
BMAP* posxBmap = bmap_create("posx.jpg");
BMAP* negzBmap = bmap_create("negz.jpg");
BMAP* negyBmap = bmap_create("negy.jpg");
BMAP* posyBmap = bmap_create("posy.jpg");
int size = 256;
BMAP* skyBmap = bmap_createblack(size * 6, size, 8888);
bmap_blit(skyBmap, negxBmap, vector(0, 0, 0), vector(size, size, 0));
bmap_blit(skyBmap, poszBmap, vector(size, 0, 0), vector(size, size, 0));
bmap_blit(skyBmap, posxBmap, vector(2 * size, 0, 0), vector(size, size, 0));
bmap_blit(skyBmap, negzBmap, vector(3 * size, 0, 0), vector(size, size, 0));
bmap_blit(skyBmap, negyBmap, vector(4 * size, 0, 0), vector(size, size, 0));
bmap_blit(skyBmap, posyBmap, vector(5 * size, 0, 0), vector(size, size, 0));
bmap_save(skyBmap, "humus-skybox+6.png");
while (1) {
draw_quad(skyBmap, NULL, NULL, NULL, vector(screen_size.x / skyBmap->width, screen_size.x / skyBmap->width, 0), NULL, 100, 0);
wait(1);
}
Last edited by HeelX; 07/28/14 17:50.
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A7ITUDE: Here is a small update
[Re: HeelX]
#445048
08/26/14 21:41
08/26/14 21:41
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Here is a small update: the shaders I wrote recently were a raw port of existing materials from Cinema4D. I was really amazed by the simplicity of the Cinema shader material system and how easy it is to port shaders to HLSL - so I decided to integrate that kind of material pipeline into my game. I did that for the shaders you see above. But this is hardcoded and the approach itself is modular. To be flexible and to integrate the shaders into my existing game code, I decided to write a template based shader compiler, for which I write tons of code right now. This involves not only the code to compile shaders at runtime with templates and XML as shader definition, but also heavy coding on the essentials, like extending my string library, hashmaps, dictionaries and so on. I also investigated in the meantime other possibilities for multiplatform support. I will certainly continue to develop the game with Gamestudio, but as soon as a certain degree of maturity is reached (end of 2015?), I guess I will switch to a cross-platform technology. Marmalade SDK is pretty promising but I still don't know how to work with it I am open for Unity, but the pricing is horrible! And I am still in long distance love with jMonkey
Last edited by HeelX; 08/26/14 21:45.
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Re: A7ITUDE: Here is a small update
[Re: HeelX]
#447085
11/15/14 13:56
11/15/14 13:56
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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waiting for some demo to test out >_> ( and thanks for the skybox snippet.. I was too lazy to write this myself and it sure's gonna save me some time )
POTATO-MAN saves the day! - Random
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Re: A7ITUDE: Here is a small update
[Re: HeelX]
#447134
11/19/14 09:34
11/19/14 09:34
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
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User
Joined: Mar 2012
Posts: 927
cyberspace
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have you tried out cocos ? I still need to download the sdks for android etc ..
Compulsive compiler
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