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Re: Managed BlendELF [Re: Joey] #320364
04/21/10 09:17
04/21/10 09:17
Joined: Jul 2004
Posts: 1,924
Finland
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@Joey

Sorry about that, cleared now wink.

Re: Light shafts & Networking [Re: Ambassador] #320592
04/22/10 22:26
04/22/10 22:26
Joined: Jul 2004
Posts: 1,924
Finland
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Spent yesterday coding light shaft post processing, finished up on it today.

Also MichaelGale has been working on some simple but powerful networking for BlendELF: http://forum.blendelf.com/viewtopic.php?f=5&t=29

Light shaft shots (model from dexsoft ):

http://blendelf.com/images/blendelf_dexsoft_mech_light_shafts.jpg



http://blendelf.com/images/blendelf_dexsoft_mech_light_shafts2.jpg



Re: Light shafts & Networking [Re: Ambassador] #320600
04/22/10 22:48
04/22/10 22:48
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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pp light shafts, am I right? wink

nevertheless, looks good

Re: Light shafts & Networking [Re: Hummel] #320601
04/22/10 22:53
04/22/10 22:53
Joined: Jul 2004
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Finland
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Yeah pp light shafts wink

Re: Light shafts & Networking [Re: Ambassador] #320969
04/26/10 10:34
04/26/10 10:34
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Earth
Network! Yaaay!

Lightshafts look overdone, but it's okay, cause this is supposed to demonstrate them...
I saw some real lightshafts this morning, in the forest... looked very cool...

What I'd really like to see is more stress-test stuff. A larger level. More stuff. LOD... you know, game-situation type stuff. But I assume you have all hands full with the work you're doing atm...


~"I never let school interfere with my education"~
-Mark Twain
Re: Light shafts & Networking [Re: Germanunkol] #321019
04/26/10 17:20
04/26/10 17:20
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Potsdam, Brandenburg, Germany
Great. This will probably look fantastic with some vegetation.


Models, Textures and Games from Dexsoft
BlendELF 0.9 Beta! [Re: Machinery_Frank] #322500
05/07/10 15:10
05/07/10 15:10
Joined: Jul 2004
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Finland
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BlendELF 0.9 Beta released!

Video: http://www.youtube.com/watch?v=qVrqOvGFKvE



Whats new:
- skeletal animations
- C++ and .NET API
- particles ( + mesh emitters )
- light shaft post processing effect
- joystick support
- physics updates (joints, restitution, sleep threshold and limiting physics to axises)
- IPO curves (for animations)
- more tutorials (GUI, particles, C++)
- rendering optimizations
- bug fixes
- Misc.: global tick rate and speed controls, errors recorded to elf.log, scn and gui built in variables removed (functions now return these objects, check the tutorials), over riding F10

Big thanks for Michael Gale for the .NET bindings.

Re: BlendELF 0.9 Beta! [Re: Ambassador] #322594
05/08/10 06:29
05/08/10 06:29
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Great, I love it. It all looks superb.

Maybe you could send us a couple of images and some text and we promote it in our User Gallery:
http://www.dexsoft-games.com/gallery/index.html

We could also use it in the future to showcase our models with it instead of using Marmoset or others. Maybe we can talk via MSN, PM or Mail about it.


Models, Textures and Games from Dexsoft
Re: BlendELF 0.9 Beta! [Re: Machinery_Frank] #322717
05/08/10 23:40
05/08/10 23:40
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Lübeck
Cool stuff and you are very good at presenting it laugh
I didn´t yet look into it in more detail, but is it possible, that your "shader system" is a bit inflexible? I mean, how easy is it to implement something on your own, without touching the engine itself?
It reminds me a bit of ShiVa, in both, the good and the bad, but so far mainly the good wink And well, I like that license, even though I like MIT even more tongue.

Re: BlendELF 0.9 Beta! [Re: Slin] #322736
05/09/10 00:30
05/09/10 00:30
Joined: Jul 2004
Posts: 1,924
Finland
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In the current API, there isn't a possibility to create your own shaders (they get chosen automatically depending on what texture maps you specify for a material, like normal/parallax/specular maps). I might make a somewhat easy to use system for custom shaders. Assuming that I'll write a deferred renderer at some point, that feature will might/will be gone for a few or more releases though (assuming that I'll have it implemented by then which is very unsure), since deferred rendering is the most inflexible system ever xD.

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