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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: MaxF] #204160
04/27/08 10:05
04/27/08 10:05
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hi samurai,
I tend to make two plugins(shadows plugin & physX) and I want to create a new test demo till next sunday.

And yes Samb, I also make a fallback for lower 3d cards (with ps2.0)

Hi MaxF, what is PPSM? read the topic from the start and you will know what it is about...

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #204183
04/27/08 16:29
04/27/08 16:29
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
This are great news!

Which features of PhysX will be implented?
I currently program a ragdoll system with Newton, but it's fairly difficult because I have to use a lot of workarounds...
Will this be easier with your PhysX-Plugin?

Are your plugins A6 compatible?

Dark_Samurai


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #204285
04/28/08 14:20
04/28/08 14:20
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
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MaxF  Offline
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M

Joined: Jul 2002
Posts: 1,364
Minbar
Hi Mean PSSM \:\)


And you have answer my question thanks \:\)

How far are you away from public release?


Last edited by MaxF; 04/28/08 14:22.

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Dark_samurai] #204493
04/29/08 16:20
04/29/08 16:20
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
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Joined: Sep 2003
Posts: 271
Germany
 Quote:
Which features of PhysX will be implented?

I want to implement (almost) all physX features.
 Quote:
ragdoll system ...Will this be easier with your PhysX-Plugin?

Yes, I will create a DX user interface for setting things up.
 Quote:
Are your plugins A6 compatible?

I haven't tested it yet, but I think it will work.
 Quote:
How far are you away from public release?

I think, about 2-3 month is more or less realistic. However, I don't know, maybe some really big problems will come up (hope not), so far everything works fine.

Last edited by Chris3D; 04/29/08 16:27.
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #205177
05/04/08 18:38
05/04/08 18:38
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hi guys!

I said I would upload a new demo today, but now I think, it is better to wait until I add the indoor lights.
What I have improved:
- There are now two plugins: physX.dll and Render.dll
- The Renderer is now working with the 3dgs-view, so you can e.g. change camera.aspect and camera.arc. Also Alt+Enter or F5 works (last time I forgot on_d3d_lost \:\) ).
- At the moment, every entity is rendered automatically with a shadow (also with alpha maps).

So far everything works perfect, I hope the indoor stuff won't take so long.
Greetings,
Chris


Last edited by Chris3D; 05/04/08 18:45.
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #205203
05/04/08 20:48
05/04/08 20:48
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Joined: Jun 2004
Posts: 655
to your left
I was wondering what you will use for indoor lightmapping?
cubemapping,paraboloid mapping,... ?

Also which technique?
PCSS,VSM,Shadow Smoochies,no Softshadows at all,... ?

Or maybe a stencil shadow/shadowmapping hybrid solution making use of the benefits of both techniques?

I'm just curious, this is no critique or anything \:\) (And after all i couldn't even criticize the indoor lights as i haven't seen them yet ;\) )


Shade-C EVO Lite-C Shader Framework
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: BoH_Havoc] #205265
05/05/08 14:27
05/05/08 14:27
Joined: Sep 2007
Posts: 63
J
JackShephard Offline
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JackShephard  Offline
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J

Joined: Sep 2007
Posts: 63
OMFG ^_^
Good job! Waiting a new demo =)

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: JackShephard] #205268
05/05/08 14:35
05/05/08 14:35
Joined: Sep 2007
Posts: 63
J
JackShephard Offline
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JackShephard  Offline
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J

Joined: Sep 2007
Posts: 63
ammm...shader model 2.0 is not supported =(?

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: JackShephard] #205271
05/05/08 14:58
05/05/08 14:58
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
@JackShephard: He answered this question above:

 Quote:
And yes Samb, I also make a fallback for lower 3d cards (with ps2.0)



@BoH_Havoc: Look at the headline ;\) he is using PSSM/PCSS.

 Quote:
- The Renderer is now working with the 3dgs-view, so you can e.g. change camera.aspect and camera.arc. Also Alt+Enter or F5 works (last time I forgot on_d3d_lost \:\) )


Does this mean that the last demo wasn't rendered with GS?


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Dark_samurai] #205277
05/05/08 15:37
05/05/08 15:37
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
 Quote:
@BoH_Havoc: Look at the headline ;\) he is using PSSM/PCSS.


Yes i know he's using PSSM/PCSS for outdoor scenes, but using PSSM for indoor lights would be total overkill \:\)
Ah well, i'll just wait and see \:\)


Shade-C EVO Lite-C Shader Framework
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