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Re: KarBOOM WIP screenshot [Re: JibbSmart] #365922
03/30/11 11:21
03/30/11 11:21
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
glad i could help.

Re: KarBOOM WIP screenshot [Re: JibbSmart] #365964
03/30/11 19:47
03/30/11 19:47
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
bt whats it got to do with me?

just kidding, looks awesome. one of the best games and concepts i have seen around here. bring it!

KarBOOM with clever bloom (screenshot) [Re: sPlKe] #365976
03/31/11 05:11
03/31/11 05:11
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Ah I get it tongue Thanks Spike! I really appreciate it!

Today was a long day at uni, so not a lot got done. I experimented with "hot coals" as a hazard type (that fits with the orange glowing and heating up), but couldn't produce a nice enough texture today. If it doesn't get anywhere I'll try do something with electric floors as Error014 suggested.

Here's a fresh shot! Subtle change here:



Bloom. Not just any bloom, though -- I use MRTs to get most of the advantages of HDR (KarBOOM doesn't need automatic exposure adjustment, and since it's all forward-rendered there isn't an advantage to extra colour precision within the visible range either) with far less overhead. It might look like a bit much here, but I chose this screenshot to show off the effect -- 3 cars are just about to explode from being on grass too long, we have 2 fresh explosions, and the weak spot mutator is enabled.

And in case you weren't sure: the ramps, barriers, skybox and shader effect on the terrain are all placeholders.

Here's the deal for those interested: I don't want an over-the-top bloom effect like from the XBox/PS2 generation, but that is really hard to avoid when doing bloom as a post-process of a standard-range (as opposed to HDR) image. I only want bloom on items that exceed the normal range (that is, flat-white, even though it's at the top of the normal range, won't get bloomed at all, but things brighter than can be displayed should get bloomed). Secondly, items that do get bloomed should preserve the colour of the extra light (think of a lightsaber -- white in the middle because it's so bright, but the bloom around it shows the lightsaber's true colour). This is what HDR is normally used for, except I don't want a dynamic range -- the lighting in KarBOOM is constant enough that exposure testing would be wasteful because exposure would almost never (or only slightly) change, and HDR would require more render targets (or at least much heavier ones, depending on your implementation), requiring a bunch more memory and using up a lot of resources for post-processing. All for a subtle effect.

Yuck.

That's why I love MRTs laugh All lighting is calculated in the shader and never limited, so the final colour value (between specular highlights and accumulated light from glow-maps, heating effects, and [in the explosion's case] internal lighting calculations) is often greater than 1.0. Subtract 1.0 from all components and write this to another render target, and there you have your input image for blurring and adding over the standard view for the final result. Colours at the top of the normal visible range won't get bloomed (like white, bright blue, and so on) unless they significantly exceed the normal range.

Hardly any overhead at all -- mainly the 16-sample blur (which isn't intensive at all by modern standards).

I still have some coding to do to have it switch on and off easily regardless of whether AA is on or not, but the effect is there.

Jibb

Last edited by JulzMighty; 03/31/11 05:15.

Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM with clever bloom (screenshot) [Re: JibbSmart] #365985
03/31/11 10:09
03/31/11 10:09
Joined: Feb 2011
Posts: 135
Myrkling Offline
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Myrkling  Offline
Member

Joined: Feb 2011
Posts: 135
Originally Posted By: JulzMighty
One reluctance I have with finding a different hazard surface is that the green grass looks quite nice next to the dirt. But my brothers were both pretty insistent that grass as a hazard just doesn't work.

What about green acid then?
Acid is always green, you know. laugh

Re: KarBOOM with clever bloom (screenshot) [Re: Myrkling] #366017
03/31/11 17:23
03/31/11 17:23
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Originally Posted By: Myrkling
Originally Posted By: JulzMighty
One reluctance I have with finding a different hazard surface is that the green grass looks quite nice next to the dirt. But my brothers were both pretty insistent that grass as a hazard just doesn't work.

What about green acid then?
Acid is always green, you know. laugh
Haha, makes sense! Alright, that's next on my list if I'm having too hard a time getting electric floors to look good.

Jibb

EDIT: Animated realtime clouds. Two purposes: pretty up the menu, and show off KarBOOM's smoke/explosion shader.



Last edited by JulzMighty; 04/02/11 03:32.

Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM with clever bloom (screenshot) [Re: JibbSmart] #366264
04/02/11 14:11
04/02/11 14:11
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Hey, that looks good!

By the way, I was thinking KarBOOM needs more water. Perhaps you could fill the pits with water, and/or surround the islands with water? You could then make seagulls that fly around in the sky over the water and in the menu.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: KarBOOM with clever bloom (screenshot) [Re: Redeemer] #366274
04/02/11 15:14
04/02/11 15:14
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
That makes sense. I was wondering what to do about the background, and it could look quite good. It's on my to-do list to try out.

Thanks laugh

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM with clever bloom (screenshot) [Re: JibbSmart] #366306
04/02/11 18:45
04/02/11 18:45
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Looks really cool!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: KarBOOM with clever bloom (screenshot) [Re: Superku] #366313
04/02/11 19:24
04/02/11 19:24
Joined: Nov 2010
Posts: 125
Germany
chrisp1 Offline
Member
chrisp1  Offline
Member

Joined: Nov 2010
Posts: 125
Germany
i really like the realtime clouds laugh

Last edited by chrisp1; 04/02/11 19:25.

---------------------------------------------------
My new project: www.sfc.de.to
My old project: www.littlesubmarine.de.to
My Youtubechannel: http://www.youtube.com/user/darkchrisp#p/a/u/0/5idMXmCDdmA
---------------------------------------------------
KarBOOM in PCGamer UK [Re: chrisp1] #367047
04/09/11 04:39
04/09/11 04:39
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
A new player (Banger in orange) recorded a video of a bunch of us playing KarBOOM laugh Which I didn't realise he was doing until about 5 minutes in.

Frogger (in green) recommended to these guys (and others) after reading about KarBOOM in PC Gamer!

[EDIT]Another video, this one by furioapb (in black in Banger's video). Showing off some curious rendering errors tongue I'll have to ask him about that![/EDIT]



That got me pretty excited grin

Jibb

Last edited by JulzMighty; 04/09/11 05:09.

Formerly known as JulzMighty.
I made KarBOOM!
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