Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I just finished rewriting the entire shader system within the engine. GLSL shaders are now generated on demand and are optimized for the materials they are used on. I also re wrote my shader files so they are pretty flexible.
I understand how everything works but I want to make sure the documentation is clear. Is there anything that's not explained in this?
Here is the default fallback shader with the documentation commented into it. (its the blue and white checkerboard shader)
Here's the metal floor shader I just threw together for a test.
And here's the cloud shader used in the skybox.
Heres a picture of that metal floor shader as well.
April 23rd, 2013, 08:06 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Jesus fucking christ, halos animations look awful at 90 FOV. :ohdear:
April 24th, 2013, 01:02 AM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Lol you've never noticed that? Try out some other people's animations, like ICEE's or ODX's.
April 24th, 2013, 12:39 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I don't understand all the Java hate. Sure, its not the most powerful language, but if you know what you're doing, it gets the job done.
April 24th, 2013, 01:06 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
I don't understand all the Java hate. Sure, its not the most powerful language, but if you know what you're doing, it gets the job done.
It's kind of like xbox fanboys. They just hate other consoles because they are ignorant or stubborn. No real logic behind it.
Java has flaws, but it also has many benefits. Like all languages.
April 24th, 2013, 02:35 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
If you were to release this, how hard would it be to make maps and whatnot for it?
April 24th, 2013, 02:37 PM
Limited
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
It's kind of like xbox fanboys. They just hate other consoles because they are ignorant or stubborn. No real logic behind it.
Java has flaws, but it also has many benefits. Like all languages.
I may be stubborn against Java, thats true. I cant stand the language to the point I feel nothing should be made using it, because there is far better alternatives that use more widely accepted programming practices.
I guarantee that I have more experience in a multitude of languages than you, and I dont mean in an arrogant way I put it forward as to say that I have a vast experience in a lot of languages and feel I have enough to make a good judgement.
For now you will find Java may be playing ball, when you dive into more advanced techniques you will find there just isnt the capacity to do certain things, or at least you have to mold design around the implementation of Java, which should be the other way around.
There are by far better alternative to Java, its a dated language and nowadays causes more harm than good.
What you have got so far, is pretty nice so I will give you credit. I just feel you shouldnt be limited by the tools you use, and Java will limit you.
April 24th, 2013, 03:02 PM
Btcc22
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Jesus fucking christ, halos animations look awful at 90 FOV. :ohdear:
Your FoV is closer to ~120 in Halo. However, I noticed that Halo scales the FoV by .85 for some reason, so the real FoV is lower than it might lead you to believe.
April 24th, 2013, 03:28 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
If you were to release this, how hard would it be to make maps and whatnot for it?
Easier than Halo. You just model whatever you want. Export a collision and a visual mesh as .obj or .tbj then import them and place them in the bsp. You can either just import the entire map as one mesh or make the map out of lots of small meshes. Lighting is dynamic cascading shadow mapping so no 50 hour radiosity.
Also, collision is per poly so you dont have to seal shit and fix open edges.
Quote:
There are by far better alternative to Java, its a dated language and nowadays causes more harm than good.
What you have got so far, is pretty nice so I will give you credit. I just feel you shouldnt be limited by the tools you use, and Java will limit you.</em>
What languages?
And honestly java has not limited me at all so far. All the performance issues I've had have been due to my code being unoptimized.
Everything in the engine is implemented except particle systems, and ai. I don't plan on writing AI for the time being and particle systems won't be too difficult. Hell I'm still running the entire engine on one thread (aside from networking which is threaded for obvious reasons). I'm going to move a lot of physics on to a separate thread later for even more delicious optimization.
April 24th, 2013, 04:02 PM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,