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Re: Shade-C v0.91 | fast shadows [Re: Nowherebrain] #279261
07/17/09 03:54
07/17/09 03:54
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Nowherebrain is right, fullscreen limits your fps to your monitors refresh-rate.
Everytime I try (on multiple XP machines) it does anyways.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Shade-C v0.91 | fast shadows [Re: EvilSOB] #279383
07/17/09 12:52
07/17/09 12:52
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Quote:
One question: Will these shadows work with vertex shader based animation?


No, this is a common problem when using shader based animations. Maybe there is a way to efficiently do it, but i don't know that solution yet.

Quote:
I am wondering how you realize, that it runs that fast :P
The shaders are looking like basic cubemap pointlights...
Are you just rendering the depthmaps in different frames, which would probably be visible at lower framerates, or is there something much better?^^


Yes, it's just basic cubemapped pointlights. I also tried around with dual paraboloid mapping. Works, but it's not that good looking.
Depth is rendered in different frames, yes. So as you already said, this will only work if framerate is above a certain amount.
I'm currently working on frustum culling for the depthmap views so the near/far planes get adjusted to the camera frustrum. I hope to get reasonable speed with "real" cubemapping then.
This is really funny, you need a fast pc to render the fast lights correctly. On the other hand, if you have a slow pc, you have to use the slow method, otherwise the shadows will lag ^^ Sometimes the hard reality plain sucks grin

So again for everyone: I can't do magic! These fast shadows will only work on high framerates. But i might be able to reuse parts of this test to include it in my final point light shadow algorythm to speed it up a little. I just wanted to know if there were any major problems with the general idea behind it wink

Quote:
Can't you make a screen-space blur and add a transparency value or such?
It runs fast as hell here, too... so I am interested how it behaves if you add postprocessing.


I'm currently working on a level for the shader-contest. Here's what it's looking like at the moment with local volumetric lights, fake HDR-R, DoF, refractions, water, per pixel lighting, screen-spaced depth-based blurred shadows and some other minor things. There's still a lot of work to do for the shadows as you can see from the shots.






and one without any shaders


Before someone asks, this runs at around ~90 fps. Minium is ~70, max is ~190.

Quote:
the cubemaps are not being generated properly. This is definatley not your fault but a glitch in the A7 engine. I've already brought this problem up to their attention.


I don't know if this is a problem with A7. I remember i didn't have those problems when i first toyed around with cubemapped pointlightshadows. But i think that was because my shadow epsilon was higher than in this demo, so "bad shadows" were just clipped away. Well, if i find out whats wrong and how to fix it, i'll let you know wink


Now back to that frustum culling...


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 | fast shadows [Re: BoH_Havoc] #279416
07/17/09 14:58
07/17/09 14:58
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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looking awesome. good luck on the contest smile

Re: Shade-C v0.91 | fast shadows [Re: BoH_Havoc] #279417
07/17/09 15:01
07/17/09 15:01
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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Posts: 1,345
Kyiv, Ukraine
I love it ^^


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Shade-C v0.91 | fast shadows [Re: VeT] #280016
07/20/09 14:19
07/20/09 14:19
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
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Andreas C  Offline
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Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...

Sorry, if this is a silly question, but which of the "goodies" (e.g. DOF, refraction) can I disable and still get the shadow-stuff to work ?

I've got a level (using IntenseX) and wanted to add shade-c. I had to disable a few of the "goodies" because I kept getting a crash and since I am mostly interested in speedy shadows, I wasn't to worried.

But somehow, I don't get much of anything in terms of shadows ... obviously, I'm doing something wrong, but I just try to narrow down possible causes at this point.

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
TextureMaker / PSP-X
Re: Shade-C v0.91 | fast shadows [Re: Andreas C] #280032
07/20/09 15:42
07/20/09 15:42
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
You don't need any "goodies" for the shadows.
Just include sc-core.c, call sc_smSunSetup(..) somewhere in your script and you're set.
As long as you don't call sc_setup() somewhere, no "goodies" are activated wink

Have a look at ex_shadows1.c, ex_shadows2.x and ex_shadows3.c for more information on how to use sun shadows.

If you are after shadows for dynamic lights/indoor-levels: these are not implemented in the current version as i'm still working on them.



@ALL: I'm on vacation from today till 29. of July, so there will be no support during that time (PC has to stay at home wink ).

See you in August! smile


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 | fast shadows [Re: BoH_Havoc] #280055
07/20/09 20:41
07/20/09 20:41
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
Senior Member
Andreas C  Offline
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Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...

Hope you have a great vacation !

When you get back, maybe you can help me out a bit more on this ... when I load the examples you provide, everything seems to work just fine.

But in my level that uses IntenseX, I see no shadows like I see in your examples (I even loaded some of my models into your example level and they work fine ... apparently, IntenseX is counteracting shade-c ?).

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
TextureMaker / PSP-X
Re: Shade-C v0.91 | fast shadows [Re: Andreas C] #280306
07/22/09 07:33
07/22/09 07:33
Joined: Jan 2002
Posts: 454
Germany
CD_saber Offline
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CD_saber  Offline
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Joined: Jan 2002
Posts: 454
Germany
@Andreas C:

The easiest way to get ShadeC to work with IntenseX is to

1) deactivate IntenseX's "Display"-Script (if causes problems with ShadeC
2) rename the Skill99 (or skill100, iam not sure, just search for one of them) into Skill90, because IntenseX also uses this skill, so it conflicts with it.

Cheers, CD_SABER


Ja, lach du nur du haariges Pelzvieh!
Re: Shade-C v0.91 | fast shadows [Re: CD_saber] #280490
07/22/09 21:10
07/22/09 21:10
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
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Schmerzmittel  Offline
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Joined: Aug 2005
Posts: 512
Bayern
Will your testlevel be in shade-c?

Und nebenbei: Sieht einfach Hammer aus dein Testlevel. Weiter so.

Last edited by Schmerzmittel; 07/22/09 21:10.

A7 Com V7.80
Re: Shade-C v0.91 | fast shadows [Re: Nowherebrain] #281825
07/28/09 21:04
07/28/09 21:04
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
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Schmerzmittel  Offline
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Joined: Aug 2005
Posts: 512
Bayern
@Nowherebrain
Thats false.

If you deactivate your VSINC in the graphicsdriver, then you can have more than 60 FPS in Fullscreen. Ive tryed it. In Fullscreen it runs at 489 FPS.

Last edited by Schmerzmittel; 07/28/09 21:04.

A7 Com V7.80
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