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Re: The reason i love the new stages feature [Re: lostclimate] #172348
12/27/07 17:57
12/27/07 17:57
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
AMD Athlon X2 4200+
Geforce 7800GT
2GB RAM
Win XP Prof Sp2

HDR has nearly no effect on the framerate (i get ~550 fps). DoF comes along at ~360 fps. I think i have to do some optimizing lateron to boost performance when combining both.

btw: I think i got volumetric light/sunbeams to work. However it will only work for the sun/outdoor levels. I will post some screens soon.

cheers


Shade-C EVO Lite-C Shader Framework
Re: The reason i love the new stages feature [Re: BoH_Havoc] #172349
12/27/07 21:49
12/27/07 21:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
wow, nice framerate then

Re: The reason i love the new stages feature [Re: lostclimate] #172350
12/27/07 22:14
12/27/07 22:14
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
"simulating the human eye getting used to overbright areas" - and vice versa!
Can't wait for that!
When you achieved that, I would like to see the HDR within a picture with a high range of different brightness, if you don't mind.

Re: The reason i love the new stages feature [Re: Pappenheimer] #172351
01/24/08 18:45
01/24/08 18:45
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Some new stuff:

Real time Ambience Occlusion. Still very wip, but hey, after 4 hours of work this is kinda nice




It's done by using a depthmap and lots of shadercode. Sooo...if you want to include this in your scene, just include the shader stuff and you're set. You don't have to create special maps for your models or anything else for this to work

Well, hope you like it

[edit] hums along at ~180-200 fps. Nothing has been optimized so far so i'm really looking forward for the final thing...this could actually turn out usefull

Last edited by BoH_Havoc; 01/24/08 18:50.

Shade-C EVO Lite-C Shader Framework
Re: The reason i love the new stages feature [Re: BoH_Havoc] #172352
01/24/08 19:17
01/24/08 19:17
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Joined: Apr 2007
Posts: 582
Germany
like you said its still WIP, but it looks very impressive

Cheers

Poison


Everything is possible, just Do it!
Re: The reason i love the new stages feature [Re: Poison] #172353
01/24/08 19:19
01/24/08 19:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is a fantastic start!


Models, Textures and Games from Dexsoft
Re: The reason i love the new stages feature [Re: Machinery_Frank] #172354
01/24/08 19:26
01/24/08 19:26
Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Ready Offline
Member
Ready  Offline
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Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Wow thats a great start
I so hope you'll make this a user contribution


Do not underestimate people because they have a low post count... :0
Re: The reason i love the new stages feature [Re: Ready] #172355
01/24/08 19:56
01/24/08 19:56
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
The title says it all
Great work BoH_Havoc !!

Cheers

Frazzle


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Re: The reason i love the new stages feature [Re: frazzle] #172356
01/24/08 21:05
01/24/08 21:05
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
cool! i wonder how you prevent the depth bleeding and how dou you get that noizy look?

Re: The reason i love the new stages feature [Re: ello] #172357
01/25/08 01:33
01/25/08 01:33
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
small update:
ao is much finer now and more edges are being detected. I'm still not satisfied though, there has to be a better way.

no textures


with textures


textures, no ao



As for contibuting this shader: Well yes i will. However you will have to buy it for 10-15€ (15€ max, i'm still thinking about this). You will get a pack with bloom,hdr,dof,volumetric particles, volumetric sunlight,ao and other stuff. Its made for beginners so all you have to do is include a file and call a function to set up your effects, thats all. e.g. s_dof(1,vector(100,50,200)) will enable dof with a near plane of 100 quants, a focal length of 50 quants and a far plane of 200 quants.
However this still needs work, i might get it finish till the end of february, we'll see

ello: the ao shader uses 1 texture. It's rgb channel contains the level shaded without textures and has vecViewPos as lightsource. It's alpha channel contains the depth. Now in the shader i do some edge detecting for the rgb and alpha channel. Finally i substract the alphachan-edges from the rgbchan-edges. That's basically it. The rest is done by a gaussian blur. Oh and for the noise: i simply created a noise texture, passed it to the shader and multiplicated it with the final result. All in all the shader is very simple (and i guess that's the main reason the result doesn't look thaaat pretty ).
As for the content of the rgb channel: i know this is not the way to go. There really has to be a better way to get the positions of all hard edges of the scene. Maybe flat shading could do the trick, but belive it or not, i have no idea on how to archive flat shading without unbreaking the model. If you have any ideas, just pass them along and win a free copy of the shaderpack

Well then, thank you all for the nice words, i appreciate it


Shade-C EVO Lite-C Shader Framework
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