Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Uhhhhh is this what cube maps are supposed to look like? I think that's what they looked like in halo at least.
July 10th, 2013, 10:08 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Ah it appears I was wrong. I changed it to reflect(normalize(cameraPosition - pixelPosition), nomal);
Seems right now. I'll post a video later.
So another 2 big TODO:'s finished.
- UV Rotation + Animation in shaders
- Cubemap support in shaders
-- Cubemap tag
July 11th, 2013, 11:50 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
More stuff.
July 12th, 2013, 05:59 AM
Donut
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
fear the pink mist
July 12th, 2013, 04:37 PM
Limited
!!
Pfft using premade physics apis! Thats cheating!
July 12th, 2013, 06:14 PM
Not Inferno
Re: !!
Quote:
Originally Posted by Limited
Pfft using premade physics apis! Thats cheating!
How many game engines use Havok? And by that logic DX and OGL are cheating.
Pfft scrub, write your engine in assembly.
I'm rather constrained on time to finish shit. (I'm running out of money : /) I want to be done before I get another job.
Researching and developing my own RB physics engine would take a fuck shit ass ton of time (min 2 weeks, max 1 month)
I'm still using my own intersection collision and player physics libraries though.
July 12th, 2013, 07:12 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
gimbal lock?
Don't use Euler math for rotations.
Use Quaternians for anything that rotates (including animations).
July 12th, 2013, 07:58 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Zeph
Don't use Euler math for rotations.
Use Quaternians for anything that rotates (including animations).
Fixed that like last week lol.
I was using Euler for actor rotations and Quats for animation and everything else.
Using Quats for everything now.
July 12th, 2013, 08:36 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So I'm messing with sky transitioning and stuff and I'm trying to come up with a simple to understand system for adding multiple skies and setting transition times and shit...
Currently I have it set so you just define multiple properties for each sky value...
Here's what 2 skies looks like.
Code:
*snip*
//Skybox for this bsp
sky<graphics/model/sky/halo clear sky.model><graphics/model/sky/halo space sky.model>
skyWaitPeriod<300><300>
skyTransitionPeriod<3000><3000>
//Information about the distance fog in the sky
fogStart<32><32>
fogEnd<512><256>
fogDensity<0.4><0.6>
fogColor<0.07,0.22,0.66,1.3><0.01,0.02,0.09,1.0>
//Information about the ortho sunlight for this bsp
sunRotation<-45,55><-180,55>
sunLightColor<0.91, 0.91, 0.88, 1><0.1, 0.1, 0.33, 1>
sunShadowColor<0.75, 0.88, 0.95, 0.4><0.1, 0.1, 0.33, 0.2>
*snip*
And here's as single static sky.
Code:
*snip*
//Skybox for this bsp
sky<graphics/model/sky/halo clear sky.model>
skyWaitPeriod<300>
skyTransitionPeriod<3000>
//Information about the distance fog in the sky
fogStart<32>
fogEnd<512>
fogDensity<0.4>
fogColor<0.07,0.22,0.66,1.3>
//Information about the ortho sunlight for this bsp
sunRotation<-45,55>
sunLightColor<0.91, 0.91, 0.88, 1>
sunShadowColor<0.75, 0.88, 0.95, 0.4>
*snip*
The game will always start out with the first sky specified. It will wait for the skyWaitPeriod then blend into the next sky over the skyTransitionPeriod. When it gets to the last sky in the list it'll go back to the first sky.
You can have as many skys and transitions as you want with this.
I don't know if this syntax is really good though... Suggestions?