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Re: What are you working on? [Re: ratchet] #386120
10/28/11 21:33
10/28/11 21:33
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg


I kind of love diagrams/charts now.

Re: What are you working on? [Re: Rei_Ayanami] #386125
10/29/11 00:01
10/29/11 00:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Just had an idea for "advanced" dynamic lights, see the comparison below:



The first screenshot shows a regular dynamic point light, the second image shows the light with "edge detection", that is a regular object shader. It's a very simple 2D effect and it has many limitations, but there's no additional rendering involved, works on PS 2.0 and is very fast (runs at 2200-2300fps).


"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
Re: What are you working on? [Re: Superku] #386126
10/29/11 04:19
10/29/11 04:19
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Well, Superku. That's just a bit too lovely and perfect. Questions!
1> Does it rely on a sort-of hallway/room layout? (that is, will it give every scene stunning and perfect dynamic shadows, or does it specifically take advantage of 2D layouts to give that lovely effect?)
2> Will this perfect shadow with perfect penumbra be cast on other objects, such as props and characters?
3> Will you give us a running techdemo, or at least a video?
4> Will you tell us how you did it and/or make it accessible in some form to the community, even if for a price?

It's really just gorgeous. Well done!


Formerly known as JulzMighty.
I made KarBOOM!
Re: What are you working on? [Re: JibbSmart] #386133
10/29/11 10:51
10/29/11 10:51
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Superku, awesome, one of the things that irritated me most in the past looks like now it's solved.


3333333333
Re: What are you working on? [Re: Quad] #386136
10/29/11 11:31
10/29/11 11:31
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
Senior Member
Clemens  Offline
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Joined: Sep 2003
Posts: 303
Germany
Rei, will there be soon a video or a techdemo of your GUI available?

Re: What are you working on? [Re: Clemens] #386137
10/29/11 11:41
10/29/11 11:41
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
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Germany, Magdeburg
Hopefully soon, but as we want are working on one element after another and we get more and more ideas for those element (like more source implementations or behaviors) it takes longer than expected.

Also our DX9<->Gamestudio rendering step took/takes it time [If we will ever get multiplatforming, it would be too bad to rely on dx9]

Re: What are you working on? [Re: Rei_Ayanami] #386139
10/29/11 11:43
10/29/11 11:43
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Little Update : Low poly and quick color picking !
(2.5D shooter)


Alien early wip :




Last edited by ratchet; 10/29/11 13:02.
Re: What are you working on? [Re: ratchet] #386149
10/29/11 14:45
10/29/11 14:45
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thank you guys! As I've said, esp. right now it has many limitations.
1) Exactly, the (2D) layout matters and thus it's only suitable for corridors and hallways with some pillars here and there. Props and characters should use stencil shadows, though.
2) Yes, it "casts" on everything, it's an object shader (see below) that you can apply on every model.
3) Here you go: http://www.youtube.com/watch?v=4b3BvHuDetk
4) Currently, I take an invisible model, place it at the corner and let it calculate a (2D) normal vector that is perpendicular to the direction vector light->corner. (I make sure that the normal vector does not point inside the level geometry.)
Then in my regular point light object shader, I add the following lines:
Code:
edgelightdir = vecLightPos[i].xz-dyn_corner_flt[0].xy;
fj = length(edgelightdir);
edgeposdir = InWorldPos.xz-dyn_corner_flt[0].xy;
projrange = dot(edgelightdir,edgeposdir)/(fj*fj); //yes, the case fj == 0 is ignored right now
if(projrange < 0)
{
	off = distance(dyn_corner_flt[0].xy,InWorldPos.xz)/5;
	fj = dot(dyn_normal_flt[0].xy,dyn_corner_flt[0].xy)-dot(dyn_normal_flt[0].xy,InWorldPos.xz)+2;
	Shadow += vecLightColor[i]*fac * (1-pow(saturate(fj/(5+off)),1.5));
}
else Shadow += vecLightColor[i]*fac;


All I do is that I check on which side of the line light->corner the current pixel (InWorldPos.xz) is (in respect to the normal vector calculated by our corner model) and depending on the result of that calculation I blend the shadow/ light.

Last edited by Superku; 10/29/11 14:47.

"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
Re: What are you working on? [Re: Superku] #386150
10/29/11 15:13
10/29/11 15:13
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
That's brilliant. Thanks for the info, Superku! It looks perfect in action, and makes me want to make a corridor shooter just to use it. Given how many corridor games exist it has a lot of use even with its limitations.


Formerly known as JulzMighty.
I made KarBOOM!
Re: What are you working on? [Re: JibbSmart] #386178
10/29/11 21:39
10/29/11 21:39
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
@Superku, The shadows looks amazing, great work!

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