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Re: What are you working on? [Re: rvL_eXile] #408207
09/27/12 10:26
09/27/12 10:26
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Looks fantastic, only the ground (texture) needs work, but I guess you know that!


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Re: What are you working on? [Re: rvL_eXile] #408210
09/27/12 12:49
09/27/12 12:49
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
I would rotate the wood texture on the top part of the wardrobe by 90°. Other than that it looks great, nice attention to detail laugh


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Re: What are you working on? [Re: Germanunkol] #408218
09/27/12 15:41
09/27/12 15:41
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Posts: 1,218
Germany
@Superku: Is this used by Crytek too o.O. If yes, can someone explain why it requires DX11?


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Re: What are you working on? [Re: Rackscha] #408219
09/27/12 15:55
09/27/12 15:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Yes, but as far as I remember they've added some random jittering to make the result a little blurry and to cover up noticeable flaws and mistakes of the algorithm. I don't know their implementation, but I think they only called it a DX11 feature because it came with the DX11 patch for the PC version of Crysis 2.


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Re: What are you working on? [Re: Germanunkol] #408221
09/27/12 16:11
09/27/12 16:11
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
Originally Posted By: Germanunkol
I would rotate the wood texture on the top part of the wardrobe by 90°. Other than that it looks great, nice attention to detail laugh

Agree with this entire post. laugh

Re: What are you working on? [Re: lostclimate] #408237
09/27/12 21:02
09/27/12 21:02
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Improved DOF, added more features and a control panel


Visit my site: www.masterq32.de
Re: What are you working on? [Re: lostclimate] #408238
09/27/12 21:03
09/27/12 21:03
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Or they implemented it using compute shaders.

Re: What are you working on? [Re: Hummel] #408239
09/27/12 21:07
09/27/12 21:07
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
No, there are currently no compute shaders implemented laugh


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Re: What are you working on? [Re: MasterQ32] #408240
09/27/12 21:42
09/27/12 21:42
Joined: Sep 2007
Posts: 101
Luxembourg
K
krial057 Offline
Member
krial057  Offline
Member
K

Joined: Sep 2007
Posts: 101
Luxembourg
Playing around with a component based design pattern in 3dgs. An entity can have multiple components(scripts are also components). This is an example of a script component attached to an entity:
Php Code:
CPTransform transformation; //cache the transformation 
//@TODO caching only works for one instance at the moment. need to add the possibility to store variables for every instance

void PlayerStart()
{
	transformation = CPGetComponent("transform"); //CPGetComponent is always refering to components of the current entity(the one with the player script in this case)
	printf("player initialized");
}

void PlayerUpdate()
{
	transformation->rotation->pan+=1*time_step;
	CPTransformTranslate(transformation, vector(1*time_step, 0, 0));
} 




At the moment you have to attach those components per script:
Php Code:
#define PRAGMA_PATH "Components"
#include "CPManager.h"
#include "CPTransform.h"
#include "CPScript.h"

#define PRAGMA_PATH "Scripts"
#include "Player.c"

int main()
{
	level_load(NULL);
	CPcurrentEntity = ent_create(CUBE_MDL, vector(10, 15, 20), NULL);
	CPSetComponent("transform",  CPTransformCreate());
	CPSetComponent("player",  CPScriptCreate("Player"));
	return 0;
} 



But this could also be done with an interface like in Unity,

That's all you need to make it work.

Would you use it? If yes I will continue working on this and publish it(probably with a small editor to attach components)

Last edited by krial057; 09/27/12 21:45.
Re: What are you working on? [Re: krial057] #408242
09/27/12 22:09
09/27/12 22:09
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
cool , seems like some Unity extensions for visual scripting laugh
could be cool for 3D artists if some system like that would raise up !

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