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Re: A Shader GUI [Re: bupaje] #20764
12/07/03 16:29
12/07/03 16:29
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Shaderworks just released an Alpha version shader editor...

Shaderworks


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: A Shader GUI [Re: Drew] #20765
12/08/03 03:13
12/08/03 03:13
Joined: Oct 2000
Posts: 267
Hartford, CT
msKEN Offline
Member
msKEN  Offline
Member

Joined: Oct 2000
Posts: 267
Hartford, CT
Drew,

That's an awesome tool, but unfortunately that is for DX9 Shaders.

Re: A Shader GUI [Re: msKEN] #20766
12/08/03 03:26
12/08/03 03:26
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
User
Aaron_H  Offline
User
A

Joined: Nov 2003
Posts: 698
England, UK
You know if A6 supported DirectX 9, then would shaders created in RenderMonkey work without editing?

If this is true then I'm going to be looking around for a DirectX 8.1 shader GUI .

Would it work if I did that, and I could get it converted to the right file format...

Re: A Shader GUI [Re: Aaron_H] #20767
12/08/03 04:32
12/08/03 04:32
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
User
Aaron_H  Offline
User
A

Joined: Nov 2003
Posts: 698
England, UK
How about this guys, it something I found...

I don't know if it works or how reliable it is as I've not tried or tested it yet as I have little/no knowledge of shaders.
Maybe a more advanced user could try it?

ShaderStudio


Re: A Shader GUI [Re: Aaron_H] #20768
12/08/03 11:24
12/08/03 11:24
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

Expert
Nadester  Offline OP

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
I looked into Shaderstudio, and tried it. Its a great tool but unfortunately it is only a shader code editor + preview window, with some bonus features. So unless you already know shader programming, it’s of no use to you.

Also, regardless of the poll, I have decided to do the GUI in MSVC++ rather than 3DGS. Why? Because ultimately it would be much more useful+powerful that way. But I have just realized that I cannot complete this task all on my own. If I were going to put tons of my time into it, I would want it to be a helpful product. I am looking for any volunteers, as this is a volunteer project to benefit the community and help make the engine more powerful.

First I am looking for an experienced C++ programmer to do a lot of the core programming. They would need to be experienced in directX as well as shader programming. I am looking for another person to be in charge of creating a wide variety of shaders for the included shader library. This person will also be in charge of creating samples and templates for the editor. I will be in charge of directing the team, creating all needed graphics, design/layout, documentation, and assistant programming.

So far for the editor I am working off one of the DirectX 8.1 samples. What I currently have: A directX window, a .x mesh can be loaded. Texture+Animation are displayed. There is also a menu set up, though most of the options aren’t functional. I also have a couple of the dialogs done, although they for the most part are not functional either.

So if anyone can be of assistance, please step foreword. I as well as the rest of the community would appreciate it!



--Eric
Re: A Shader GUI [Re: Nadester] #20769
12/08/03 21:16
12/08/03 21:16
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
User
Aaron_H  Offline
User
A

Joined: Nov 2003
Posts: 698
England, UK
Well, that's very nice and I wish you good luck with it. To be honest, I was very unsure of which you should have gone with, but I think C++ is a good choice. It will be more powerful, and much more professional.

I did however vote for the 3DGS plugin as I thought it would be eaiser to impliment and will be much more custom to the engine. But then again, I guess the decision is much more up to the author and what he/she has a better preference to.

Re: A Shader GUI [Re: Aaron_H] #20770
12/09/03 22:57
12/09/03 22:57
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

Expert
Nadester  Offline OP

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Still no one... any volenteers? I know your out there!


--Eric
Re: A Shader GUI [Re: Nadester] #20771
12/09/03 23:20
12/09/03 23:20
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i don't want to discourage you but writing a really useful visual shader editor is an enormous task. and i think maybe it would make sense to wait until the engine is a dll. then you could build a windows application around it and preview the shaders directly in the engine.

Re: A Shader GUI [Re: ventilator] #20772
12/09/03 23:21
12/09/03 23:21
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
User
Aaron_H  Offline
User
A

Joined: Nov 2003
Posts: 698
England, UK
I would love to help, but there's not really much that I can do.
If there's anything that you think I could do please email me.

[Email]cobra_kai[at]ntlworld.com[/Email]

Re: A Shader GUI [Re: Nadester] #20773
12/10/03 05:57
12/10/03 05:57

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Hey Nadester, if you wait a couple of months, then there will be a features implemented in 3DGS.

Quote:

New Engine Architecture (priority: medium)
The engine will be split into a platform independent EXE module that contains the C-Script compiler, and a DLL part for renderer, sound and multiplayer. A defined DLL interface allows using the renderer from other programs or programming languages, like Visual Basic, as well as adapting 3rd party open source engines for GameStudio.





@All, if you want to use the shader editor which uses DX9, you will have to wait for the feature to be in 3DGS's Acknex engine:

Quote:

DirectX 9 Interface (priority: low)
Offers new possibilities in combination with the latest 3D hardware generation, like a C-based shader language. However, requires manual installation of DirectX 9 on all target systems.




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