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Re: FireFly Lighting [Re: Reigel_Seven] #239195
12/03/08 06:39
12/03/08 06:39
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
Why not making the light sources move around?

Looks good so far.


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Re: FireFly Lighting [Re: Dark_samurai] #239233
12/03/08 14:07
12/03/08 14:07
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
it looks quite good but still you'll need to show us little more of FireFly power.

Make a bigger levels. Make both indoor and outdoor level. Then on some places for indoor levels use moving lights, like swinging ceiling lamp or some other moving object.
For outdoor level you can make sun moving and let us adjust it's speed.

Also some other customizable options should be implemented.
Anyway i hope you'll create something like that smile



Ubi bene, ibi Patria.
Re: FireFly Lighting [Re: croman] #239236
12/03/08 14:38
12/03/08 14:38
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Originally Posted By: cerberi_croman
you'll need to show us little more of FireFly power.

He doesn´t have to do anything...

Originally Posted By: cerberi_croman

Also some other customizable options should be implemented.

If you would read the readme, you would know that there are quite a few things to adjust on your own.

As far as I get it, this technique is for pointlights and not for far away directional lights like the sun. There will be heavy aliasing when using this technique for the sun. Aliasing should get more the further the shadowcaster is away from the light.

Last edited by Slin; 12/03/08 14:39.
Re: FireFly Lighting [Re: Slin] #239249
12/03/08 16:34
12/03/08 16:34
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
Quote:

Originally Posted By: cerberi_croman
you'll need to show us little more of FireFly power.

He doesn´t have to do anything...


it wasn't an order, just a suggestion smile



Quote:

Originally Posted By: cerberi_croman

Also some other customizable options should be implemented.

If you would read the readme, you would know that there are quite a few things to adjust on your own.

As far as I get it, this technique is for pointlights and not for far away directional lights like the sun. There will be heavy aliasing when using this technique for the sun. Aliasing should get more the further the shadowcaster is away from the light.


ok i get it. but i haven't been able to download that demo cause it's 10 downloads limit had expired and due to that i didnt know



Ubi bene, ibi Patria.
Re: FireFly Lighting [Re: croman] #239266
12/03/08 18:43
12/03/08 18:43
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Hey,
for all of you who didn't grab the demo fast enough:
Thorsten (tkunze) has been kind enough to allow me to upload the demo to his website! He should post the link to the download when he gets a chance. Thank him for this smile

Also, as Slin said, the lights ARE customizable in real time. In fact, they are not movable on a path, but can be moved quickly by the user (hold down right mouse)! Please read the directions/readme! There is a reason why I wrote it.

Slin, you are right about the aliasing, however, it might be possible to adjust the texture storage to be able to store such large distances (and squared distances) such as using a rgba32bit texture and using 2 channels (64bits!) for each value. This should be similar to a 4 byte double variable.

-Mike-

Last edited by Foxfire; 12/03/08 18:43.

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6GB ddr3 memory@ 1333Mhz
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Re: FireFly Lighting [Re: croman] #239267
12/03/08 18:45
12/03/08 18:45
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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jigalypuff  Offline
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Joined: Nov 2005
Posts: 1,007


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: FireFly Lighting [Re: Foxfire] #239268
12/03/08 18:45
12/03/08 18:45
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
oh yeah, If anyone is interested in working with me to improve the shaders, I can supply the source code. I am not interested in giving it out to everyone (yet) though. -Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: FireFly Lighting [Re: Foxfire] #239273
12/03/08 19:07
12/03/08 19:07
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
One channel for the distance should be enough, maybe two for the squared distance but I guess that also there a 32bit floating point channel is enough. I was refering to the limited texture resolution which is responsible for aliasing.

Re: FireFly Lighting [Re: Slin] #239277
12/03/08 19:55
12/03/08 19:55
Joined: Oct 2004
Posts: 150
Germany
T
tkunze Offline
Member
tkunze  Offline
Member
T

Joined: Oct 2004
Posts: 150
Germany
I was obviously to slow.

Downloadlink Firefly Demo #2

It's really a nice demo and it is much better than everything i achieved so far. Also the dirty look of the level looks great.
What i am interested in is to see how the approach works on outdoor levels because this is what i am working on.
And as expected you need some decent hardware to achieve good fps (my nVidia 7600 system dropped to 8 fps on 1280x1024, my 8800 GTS system achieved constantly 60 fps).

Keep on the good work.

Re: FireFly Lighting [Re: tkunze] #239334
12/04/08 00:54
12/04/08 00:54
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Upload it to www.mediafire.com and post the link if there are any future hiccups with downloads.


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