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Re: What's next?
[Re: Nowherebrain]
#96781
11/15/06 01:56
11/15/06 01:56
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
I would like to see gamestudio integrate into blender and MED get disposed of.
Eeeck! Heck no, hehehehe, please don't even consider that. Blender is awful for those who can't stand reading manuals and a big bunch of tutorials. The forum would be flooded with blender questions, besides if you like you can make games with blender too..
Cheers
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Re: What's next?
[Re: ventilator]
#96785
11/15/06 11:15
11/15/06 11:15
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Sounds very interesting ventilator. I really support this ideas and if I can help you with models and textures then just contact me.
Material support is interesting but currently not needed. Maybe it makes sense in the future with new procedural shaders. But even in a rendering application a procedural shader is much slower than a texture with uv-map.
So my advice to all gamestudio users is to use textures with uv-maps instead. It looks better is more flexible and will be the standard for a long time.
Materials are an easy way in an application but look not very realistic in a game.
Models, Textures and Games from Dexsoft
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Re: What's next?
[Re: Machinery_Frank]
#96786
11/15/06 11:39
11/15/06 11:39
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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i don't mean procedural textures (though probably they will become more and more useful for realtime too). currently my exporter only cares for color maps which got assigned in blender's uv-editor. it would be nice if it could also recognize bump maps, specular maps,... and other settings in blender's materials and then automatically choose and set up the right shader template for exporting. ok, in case i need some test models i will contact you.
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Re: What's next?
[Re: ventilator]
#96787
11/15/06 11:57
11/15/06 11:57
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Wow. That sounds great. A more clean pipeline for normal or parallax mapping could make much fun.
Your welcome. Just pick a few textures up from our sci-fi pack. I can even wrap them around a few models but I am sure you can do it yourself in Modo or Blender. They already have normal, specular and height maps.
Frank
Models, Textures and Games from Dexsoft
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Re: What's next?
[Re: Machinery_Frank]
#96788
11/15/06 20:38
11/15/06 20:38
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
Serious User
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Serious User
Joined: Jul 2002
Posts: 1,364
Minbar
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Hi JCL and ventilator web page This looks good... Abstract We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call "smoothies" to the objects' silhouettes. The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source. The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps. Our algorithm computes shadows efficiently in image space and maps well to programmable graphics hardware. We present results from several example scenes rendered in real-time. and check this out web page
Last edited by MaxF; 11/15/06 20:50.
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