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texcoord3 dx9 prototype #382296
09/06/11 22:40
09/06/11 22:40
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Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3 dx9 prototype

Greetings,

I used to be pretty active on this forum under the alias "foxfire" - sadly I have forgotten my password and no longer have access to my old email so I made this new account.

Anyway, these are rendered in real-time dynamically with A7 Gamestudio engine. This was the prototype for my own engine API and has served it's purpose well. The prototype is now retired and I use my own proprietary API in dx11.

If you have any questions or need help coding please ask me! I am always glad to help =]

Also, sorry for the LONG absence from here - I've been VERY busy. DX

-Texcoord3-

Last edited by texcoord3; 09/06/11 23:23.
39 Comments
Re: texcoord3 dx9 prototype [Re: alibaba] #382407
09/07/11 22:43
09/07/11 22:43
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
cn we have a demo? would like to walk throughj o.o


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: texcoord3 dx9 prototype [Re: Rackscha] #382428
09/08/11 10:13
09/08/11 10:13
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
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Clemens  Offline
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Joined: Sep 2003
Posts: 303
Germany
or at least a video? laugh

Re: texcoord3 dx9 prototype [Re: alibaba] #382448
09/08/11 13:41
09/08/11 13:41
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
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TheShooter  Offline
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Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
Hi, not bad. laugh But it is too bright. Reduce it a bit, and it's awesome. laugh DX11, hell yeah !


Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: texcoord3 dx9 prototype [Re: TheShooter] #382489
09/08/11 18:32
09/08/11 18:32
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
xxxxxxx Offline
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xxxxxxx  Offline
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Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
The shadow(in the front) in the picture at the left of the forum looks a bit "pixelike" it would be cool if u could blur it like the shadow behind it. BUT the rest is just looking good and bright!!!
xxxxxxx

Last edited by xxxxxxx; 09/08/11 18:32.
Re: texcoord3 dx9 prototype [Re: alibaba] #382512
09/08/11 21:44
09/08/11 21:44
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3  Offline OP
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Joined: Sep 2011
Posts: 13
@dark inferno
it has a sort of pre-cursor to LPV that I invented called SGI which basically lets you render any object as a non-shadow casting light. In terms of shadow mapping support I wrote a simple multi-pass rendering system. So: Unlimited dynamic non-shadow casting area/shape/point lights (you can pass in just a single vertex for a point light) and technically unlimited shadow casting lights but this becomes VERY slow.

In fact, performance is the main reason why I switched to dx10 and 11. I can literally render over a hundred shadow casting lights per frame and keep high-fps where in this dx9 version I can barely get away with maybe 8 :\ (note that a omnidirectional light might be 4-6 shadow maps).

This was basically testing the limits of A7. I would NOT recommend using this because it will only run well on higher end machines - instead I'd reduce it to a simpler, less powerful pipeline that will run better on most machines.

@3run
I might release it later but it is of limited use. If you want a nice pipeline in Gamestudio I would prefer to just make a simpler one for you. This one is not compatible with a large portion of the engine functionality (ie sky, many flags, etc) and you need proprietary function calls instead (which I never documented as this was just for proprietary use).
Oh and thanks - it's nice to be back =]

@alibaba
This is basically iridium on steroids. I never finished a client coder friendly version because I was unhappy with the performance. I looked into solutions and concluded that coding an API from scratch in dx11 would meet my performance requirements, and it has =]

Re: texcoord3 dx9 prototype [Re: texcoord3] #382513
09/08/11 21:48
09/08/11 21:48
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3  Offline OP
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Joined: Sep 2011
Posts: 13
@rackscha & Clemens

I already have a demo and videos made for when I was submitting this to ShaderX (GPU Pro3).

You need a relatively powerful GPU to run this well - my sli gtx280m's barely cut it - something like a gtx550ti or better would perform well (Wolfgang Engel reported that it ran smoothly on a gtx480m so I suppose that works well too).

I will probably upload the videos and demos to my site when I get a chance - although my more modern work is, in my opinion, much more interesting and advanced than this.

Re: texcoord3 dx9 prototype [Re: texcoord3] #382576
09/09/11 16:02
09/09/11 16:02
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
ok, so have you ever thought of writing a fast lighting system for gamestudio, i mean thats the only area that GS seems to be horrible in and by that i mean:

-block shaders [normalmap - spec - env]
-hdr , dof , and others

i think a system like that would actually be used by quite a couple people

Re: texcoord3 dx9 prototype [Re: darkinferno] #382605
09/10/11 00:31
09/10/11 00:31
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3  Offline OP
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Joined: Sep 2011
Posts: 13
I have an EXTREMELY long response to this that I decided no to post -send me an email or add me on im to discuss this in detail...

short(er) answer:

I CAN do this but it will NEVER perform nearly as well as it should on a modern API (dx11). I am willing to do this in my spare time if enough people really want me to. Finally, the lighting system I could create would limit the flexibility of the engine by its very nature. In other words you would lose the ability to apply shaders to objects without doing major work - the exception is post process shaders would obviously work fine as they do not interfere with the lighting pipeline.

-texcoord3-

Re: texcoord3 dx9 prototype [Re: texcoord3] #382607
09/10/11 01:17
09/10/11 01:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Interesting work, esp. the first and the third screenshot look very good!
Some time ago you've made a job offer on this forum, I remember it because of the high requirements and the nice payment. You've said:
Originally Posted By: Foxfire
Keep a look out for our engine later this year.
[...]
We are working on algorithms for advanced rendering

Is that what you are showcasing right now related? What has happened to the engine?


"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: texcoord3 dx9 prototype [Re: Superku] #382608
09/10/11 02:09
09/10/11 02:09
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3  Offline OP
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Joined: Sep 2011
Posts: 13
that was a mess - and in fact - I did not personally make that post (One of the people I was working with did with my permission).

Long story short - the "main" guy lied about everything and screwed me and a couple of nice artists out of money and time. SUCH a waste of time -_-

Also - I looked back at that post and it's ridiculous! XD
$250 an hour?! xD everything in that is crap. Also, he signed my name as "DR" I am NOT a doctor (yet at least) - if I were why would I still be in school? lol

oh yeah - also ignore any content from "Black Gadget Studios" as they do NOT represent me anymore at all.

My OFFICIAL contact (ONLY trust these):

mikea@umd.edu

texcoord3.wordpress.com

texcoord3 on this server and gamedev

Everything else was put up by the guy I worked with that scammed us. Exception is some old google site I made but that's just junk anyway.

Sorry for the inconvenience -Mike-

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