Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 7 1 2 3 4 5 6 7
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82648
07/27/06 13:41
07/27/06 13:41
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
The idea is here :
i think the only way to boost 3DGS rely on people like you matt ;
caus in fact you create additionnal system to 3DGS core that are.

additionnal scene management could only be benefic, octree : not easy perhaps to implement ?

perhaps you could put a new light management with shadows like Frank_g requested ?

I think the future for 3DGS enhancement is like ogre3D : powerfull dedied plugins !

Re: dynamic and static shadows on top of shaders [Re: TheExpert] #82649
07/27/06 17:51
07/27/06 17:51
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Octree is actually rather simple (or you could quad tree depending on what kind levels). Not to say that nay implementations of a full scale scene managment system is trivial, but the actual structure is pretty straightforward.


Sphere Engine--the premier A6 graphics plugin.
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82650
07/27/06 18:07
07/27/06 18:07
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
So perhas you could implement it in your plugin ?
and why not anothers features also , if it continues your plugin will be an entire 3D engine itself

Re: dynamic and static shadows on top of shaders [Re: TheExpert] #82651
07/27/06 21:04
07/27/06 21:04
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
After 2.0, I will begin researching the next technology, and an Octree may be needed..Not having a good scene management system for models is a big drawback of using A6 currently for model based levels and outdoor areas.


Sphere Engine--the premier A6 graphics plugin.
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82652
07/28/06 00:15
07/28/06 00:15
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yeah, scene management would be very very nice. However, perhaps it's best to ask JCL what and when he thinks he'll have something integrated in 3dgs. I'd hate to see you develop a great scene manager when 3dgs ends up releasing one of it's own. Though I must say, the idea sounds really intresting, and I have no doubts on whether or not you can pull it off.

btw - would you know of where to start to get 2 sets of uv coordinates in the .mdl format? Support for baked lightmapping would be really nice, I'm sure a large degree of users would pay good to have that ability. But mabye not worth pursuing if it takes a large amount of work.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: dynamic and static shadows on top of shaders [Re: William] #82653
07/28/06 08:04
07/28/06 08:04
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is from the forecast site:

Quote:

A map compiler switch for activating or deactivating BSP tree culling. Implementing an adaptive binary tree for scene management without BSP tree. Import of arbitrarily shaped geometry from model editors like MAX or MAYA. New faster rendering kernels for entities and level geometry.




The state is called "in beta test".

So it sounds to me that there will be a solution of this problem in a future version.


Models, Textures and Games from Dexsoft
Re: dynamic and static shadows on top of shaders [Re: Machinery_Frank] #82654
08/04/06 14:29
08/04/06 14:29
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
I do not recommend to implement a scene manager in an external DLL. The beta version uses an experimental alternative scene manager, additionally to A6's own. Although it's not sure when it can be released, developing a third external scene manager would probably be a waste of time.

Quote:

I know that we can use several uv and texture sets per model in the new version. But what I mean is the possibility to have 2 different uv sets for the same polygons that blend into each other (like I would do with a shader and several blending texture stages). First texture / uv set contains colors. The same uv set uses another texture with normalmap. But a third differs. It uses a new uv-set without tiling to paint shadows over all.



- FrankG: I still have not understood what you want. Most engines use two UV sets. Can you give me an example where two different UV sets won't suffice?

Re: dynamic and static shadows on top of shaders [Re: jcl] #82655
08/05/06 03:22
08/05/06 03:22
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Take a model. If it's uvmap tiles on top of itself(different polygons share the same uvspace) - this how tiled(detailed) textures are achieved using a model. What we need is the ability for .mdl to support 2 different uv coordinate sets. That way, you can have a second uv map with no tiling whatsover in it's placement, but rather emcompases the whole model, and use it for lighting... otherwise the lighting will tile alongside the texture(if used on the first set of uvcoordinates). What MED offers right now is the ability to put a different texture to different polygons of the uv map. But no part of the uv map can have different textures with different uv coordinates on the same polygons at the same time. That's what we need. I think many other engines have/had this for a while... basically a way to put lightmaps on models(bake lighting inside of 3ds max ect.).

This wouldn't be needed if the engine had a built-in way to lightmap models though; I was wondering, what are the plans for lightmapping models? Will models have the ability to be lightmapped by the engine in the near future? This method would be much much more easier than doing all the lighting in Max, since you wouldn't have to worry about properly exporting all the meshs with 2 sets of uv coords(and I don't know any exporters-3dgs that offer this... but then again, it's prolly due to .mdl not having the ability to support 2 sets of uv coords).


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: dynamic and static shadows on top of shaders [Re: jcl] #82656
08/05/06 06:33
08/05/06 06:33
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

I do not recommend to implement a scene manager in an external DLL




While I understand what you mean, I often find it neeccesary to use specific methods for doing things outside of A6. For instance, I had to write my own frustum culling routines for my tree renderer, simply because A6 frustum culling couldnt be used when I render ever tree in the dll. I run into things like this more often now as SPhere gets more complex internally.. the A6 interface gets more cumbersome.

My point is, my scene managment wouldn't be a replacement for A6 methods, but to be used for internal Sphere rendering.. it most likely wont even be visible to the user beyond some basic set up code.

However, it has at least occured to me that things would be much easier for me if I replaced the A6 renderer completely at some point, using A6 for collision, animation, level loading and scripting. Already my tree system, terrain, water,shadow maps, etc.. doesnt use A6 at all, so i cant use A6 scene management even if it existed.


Sphere Engine--the premier A6 graphics plugin.
Re: dynamic and static shadows on top of shaders [Re: Matt_Aufderheide] #82657
08/05/06 07:14
08/05/06 07:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
honestly matt.... you need to start working on your own engine, or at least hook up with a few partner that can do the collision, animation and such, because with your skills doing rendering, that would be on bad-ass engine

Page 2 of 7 1 2 3 4 5 6 7

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1