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Re: A7ITUDE: Here is a small update
[Re: alibaba]
#447680
12/27/14 11:50
12/27/14 11:50
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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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@^: more like painfully slow but yeah, looks cool. keep it up!
POTATO-MAN saves the day! - Random
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Re: A7ITUDE: Here is a small update
[Re: HeelX]
#447681
12/27/14 12:38
12/27/14 12:38
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Rewrote from scratch what I had in 4 days with straightforward coding, no gimmicks, no bells, no whistles, - just plain Gamestudio stuff, Ackcon style: This is how you do it, nice!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: A7ITUDE: Here is a small update
[Re: Superku]
#447682
12/27/14 23:09
12/27/14 23:09
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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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Played around with the AMD CubeMapGen tool (check it out, it's cool!) and now I use a static cubemap for GI (very small and blurred), a bigger version with slightly more detail of it for environment map reflections (I use cubemaps from Emil Persson aka Humus). And, as I said, a HDR studio cubemap for the light reflections to make it glossy. Realtime, engine footage with FXAA: Next: Screen Space Reflections for the plate... to mirror the rings!
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Re: A7ITUDE: Here is a small update
[Re: HeelX]
#447686
12/28/14 11:10
12/28/14 11:10
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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A7ITUDE: reflections
[Re: FBL]
#447879
01/10/15 22:13
01/10/15 22:13
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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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I got the realtime ring reflection working! It is a screen-space reflection approach, for which I directly compute the screen-space coordinates, so that I get pixel perfect reflections without distortions. I do this by rendering first only the mirrored meshes, flipped along the mirror plane and printing the screen-space UV's of the non-flipped mesh. Then I render the whole scene and add the mirrored pixels in a postprocessing step + FXAA. I fade out the mirrored pixels by their distance to the mirror plane, by a fresnel term between surface normal and view normal and the distance of the mirrored pixel to the viewport borders.
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