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Re: A7ITUDE poc-01 'Almond' [Re: HeelX] #433541
12/01/13 20:26
12/01/13 20:26
Joined: Oct 2011
Posts: 1,082
Germany
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Ch40zzC0d3r Offline
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Joined: Oct 2011
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Germany
Well I crashed it by putting the all the radius' to 0 but works very fine and looks very awesome.
Great Job!

Last edited by Ch40zzC0d3r; 12/01/13 20:26.
Re: A7ITUDE poc-01 'Almond' [Re: HeelX] #433543
12/01/13 20:37
12/01/13 20:37
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Pretty cool and well done, I like the idea of using a simple plane and pixel clipping.

However, see the following:



When you try to create a full torus (or even before that) there are small lighting differences (huge black circles) and you can see where both ends of the ring connect (esp. in motion).

Btw. I suggest to deliver the next demo with a png/ tga screenshot function, not the default jpg format with bad compression.

EDIT: Oh and as mentioned by the previous poster it crashed when I made the torus infinitely small.

Last edited by Superku; 12/01/13 20:38.

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Re: A7ITUDE poc-01 'almond' [Re: Superku] #433809
12/07/13 11:03
12/07/13 11:03
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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Thanks to you; I never tested the zero/zero radius case - fixed that. It actually caused a division by zero.

@Superku: Indeed, there are visible artifacts when the ring is closed; but this will never be the case in the game, so that is acceptable for me. I don't see the 'lighting differences' you are talking about, the top surface is always clean to me. I'll add a PNG screenshot function for the next POC, that is a good idea smile

A7ITUDE poc-02 'buttercream' announced [Re: HeelX] #433812
12/07/13 11:12
12/07/13 11:12
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HeelX Offline OP
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Here is by the way the list for the second POC, which is called "buttercream". It is called that way because I plan a rich set of tasty features / experiments:
  • (beveled) ground plate, sizable in width and length
  • advanced ring geometry: beveled ring; bevel size dynamically changeable
  • XML puzzle instantiation, stored in file or as .pak in WRS
  • multiple rings with self rotation
  • improved surface shaders (glossy rendering, simple reflections)
  • raytraced shadows
  • variable width text rendering
  • distance field font rendering
  • beginning a FMOD Ex DLL with support for looped OGG music playback from WRS
  • PNG screenshot function

Re: A7ITUDE poc-02 'buttercream' announced [Re: HeelX] #433967
12/09/13 16:30
12/09/13 16:30
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Posts: 3,258
Mainz
I tried the version poc-01. Very nice to play with the different values.

The only complaint is, I get only 35-40 fps.

Re: A7ITUDE poc-02 'buttercream' announced [Re: oliver2s] #433969
12/09/13 17:35
12/09/13 17:35
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
A better approach for rendering might be a depth field with ray marching? Should be quite simple, produce better results and may even be faster.

Edit: the better term to search for is actually distance field rendering: Link

Last edited by Slin; 12/09/13 18:15.
Re: A7ITUDE poc-02 'buttercream' announced [Re: Slin] #433973
12/09/13 21:56
12/09/13 21:56
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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Originally Posted By: oliver2s
I tried the version poc-01. Very nice to play with the different values. The only complaint is, I get only 35-40 fps.
What? That is very suprising. The lighting term I use is a reduced version of the lighting of the Sponza demo. The rest is just pixel clipping for the quad (top surface of the torus) and some matrix calculations per vertex. What specs do you have?

Originally Posted By: Slin
A better approach for rendering might be a depth field with ray marching? Should be quite simple, produce better results and may even be faster
I doubt that. In the demo I just use a model with 274 faces and a model 3.0 shader; all I do is vertex manipulation (for inner- & outer radius + mesh billboarding for the outer side). The whole raymarching thing sounds too complicated to me. I don't generate the geometry on the fly, I modify existing geometry for that.

Re: A7ITUDE poc-02 'buttercream' announced [Re: HeelX] #433977
12/10/13 03:13
12/10/13 03:13
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I didn´t know what I was doing at first, its quite crappy and everything, but after far too much time here you go: https://www.shadertoy.com/view/4sBGDh
I have no idea if this would actually be usable for your plans but from my experiments today, I´d say it might really be. But I have to admit that at least when procedurally generating the levels, its kinda strange to get started with those distance functions tongue

Re: A7ITUDE poc-02 'buttercream' announced [Re: Slin] #433982
12/10/13 06:57
12/10/13 06:57
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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Joined: Jul 2001
Posts: 6,904
Originally Posted By: Slin
I didn´t know what I was doing at first, its quite crappy and everything, but after far too much time here you go: https://www.shadertoy.com/view/4sBGDh
Thank you very much! But I still don't know how this can be done in Gamestudio and how it works in general. Where do you generate the geometry?

Re: A7ITUDE poc-02 'buttercream' announced [Re: HeelX] #433989
12/10/13 09:26
12/10/13 09:26
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Here are my system specs

Code:
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130828-1532)
          Processor: AMD Athlon(tm) II P320 Dual-Core Processor (2 CPUs), ~2.1GHz
             Memory: 4096MB RAM
          Card name: ATI Mobility Radeon HD 5470
           DAC type: Internal DAC(400MHz)
     Display Memory: 2286 MB
     Driver Version: 8.723.0.0


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