Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'd like to report a bug:
You're programming in Java
April 18th, 2013, 05:14 PM
InnerGoat
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
halo coming to an ipad near you
April 18th, 2013, 05:15 PM
Jelly
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
alpha release only $10
April 18th, 2013, 05:18 PM
Futzy
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
thanks for the update on prometheus
April 18th, 2013, 05:36 PM
InnerGoat
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'm looking forward to playing halo on a phone actually. please make this happen.
April 18th, 2013, 06:25 PM
DarkHalo003
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Kornman00
I'd like to report a bug:
You're programming in Java
I agree, this is a huge error. The developers definitely need to be notified.
April 18th, 2013, 06:38 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I remember testing this awhile ago when it was a card game lol.
April 18th, 2013, 07:12 PM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Futzy
thanks for the update on prometheus
bwahaha approved for funny
April 18th, 2013, 07:48 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
GIVE US THE ALPHA!
April 18th, 2013, 09:27 PM
DarkHalo003
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
GIVE US THE ALPHA! TAGS
FTFY
April 19th, 2013, 01:10 AM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
TAGS OR :gtfo:
April 19th, 2013, 08:46 AM
Amit
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Beta build costs more. $20, for Beta, but you get starting rocket launcher and your choice of shotgun or sniper rifle. Note: special promotion weapons do not persist through death. But don't worry, you can get them back for just $2.49.
April 20th, 2013, 12:20 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
1. It's written in XNA and Visual C.
2. It's $50.00 for the beta and there is a weekly subscription fee.
3. Dubstep is the only true god.
4. The giant dad's word is law.
5. C++ is the slowest programming language ever made.
6. Linux and Mac support are permanently suspended and it was a bug that allowed it to run on multiple platforms.
7. The game will only be released on Xbox 720 because it's the only good platform.
8. Fucking niggers.
If I hear any misinformation I'm going to sue modacity.net for slander and grand theft tagging.
edit
0. Games for Windows Live and Windows 8 release will be delayed by 5.12 years.
-1. Array out of bounds.
April 20th, 2013, 12:29 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Also, LWJGL makes my dick rock fucking hard, and I understand that Java has touched many you when you were children but you must forgive it's sins and learn to love it, carnally.
April 20th, 2013, 03:54 AM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Nope, Java is still a shitty pitty. Oracle helps drive the nail into the shitty pitty coffin.
April 20th, 2013, 08:24 AM
Limited
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
:neckbeard: java
Let me know when you code it in a real mans language.
April 20th, 2013, 04:11 PM
flibitijibibo
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Yeah, use MonoGame for Windows 8 Metro and Windows Phone 8, you utter pleb
April 20th, 2013, 04:33 PM
InnerGoat
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
what fliblifijiibidoio said ^^
April 21st, 2013, 12:29 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
FUCK IT
I'm rewriting the entire game in lisp and use html and flash for the graphics libraries.
You fucking casuals.
April 21st, 2013, 02:29 AM
Amit
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Oh, so this wasn't a troll thread? My bad.
April 21st, 2013, 02:54 AM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Hey buttslut give me a test version :D
April 21st, 2013, 04:13 PM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
lawl. I never understood why people insult the person they are trying to get something out of.
April 22nd, 2013, 11:07 PM
Not Inferno
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,,,
One q: What is the goal of this project?
April 24th, 2013, 04:07 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
One q: What is the goal of this project?
Having virtual sex with cortana using occulus rift and a rumble pack.
April 24th, 2013, 07:38 PM
leorimolo
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Having virtual sex with cortana using occulus rift and a rumble pack.
Oculus+Fleshlight
Also due to HER* nature a little shock or too down there wouldn't be a terrible idea.
Also this might be a stupid question, but are you porting the engine to some extent? Like can it read halo maps and probably spawn points, have a base set of weapons?
Edit: What I mean is, open halo1 maps, read BSPs, probably spawn and objective then handle the rest of the tags apart.
April 24th, 2013, 10:19 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by leorimolo
Oculus+Fleshlight
Also due to HER* nature a little shock or too down there wouldn't be a terrible idea.
Also this might be a stupid question, but are you porting the engine to some extent? Like can it read halo maps and probably spawn points, have a base set of weapons?
Edit: What I mean is, open halo1 maps, read BSPs, probably spawn and objective then handle the rest of the tags apart.
No, I have no plans to do that.
I honestly know nothing about reverse engineering game files like that. (aside from plain text stuff) And if I were to ever research it I'd be working on an editing kit for Dark Souls haha.
What my engine can do is provide a platform for any game you want to make, though it's focused on multiplayer. I'm using halo assets to test things.
My goal is that when everything is finished it should take minimal effort to port just about any game to my engine if you have the assets. *wink*
This will be an open source project. I have been pretty heavily commenting my code explaining how things work as well. And I'm hopefully going to provide a very robust physics library. (the current one is very simple)
I am a little nervous to start work on angular velocity physics. The math involved with that is pretty brain melting. :ohdear:
April 25th, 2013, 03:07 PM
homebrued
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
One q: What is the goal of this project?
That is a good question.
April 26th, 2013, 01:40 PM
Limited
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
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.
Well soon you will hit issues with garbage collection, Java is really not great at managing it, you've mentioned you pretty much havent focused on thinking about garbage collection at all in what you have coded so far, it may work now but when you ramp things up it will become an issue. You havent managed it yet, so when it kciks in, it will block and halt the game up, which depending on how much it needs to clear up, can be multiple seconds, you really dont want that locking your game up do you.
Physics will probably be one of the hardest things for you to nail down, mathematics in Java is pure ugly and you will find it a headache.
Theres a reason why mainstream/indies dont use Java, its uncommon for games, its considered slow, its not a low-level language. I do wonder, what did you pick Java at the start? What was your thought process?
Are you at least using LWJGL?
April 26th, 2013, 06:13 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Limited
Well soon you will hit issues with garbage collection, Java is really not great at managing it, you've mentioned you pretty much havent focused on thinking about garbage collection at all in what you have coded so far, it may work now but when you ramp things up it will become an issue. You havent managed it yet, so when it kciks in, it will block and halt the game up, which depending on how much it needs to clear up, can be multiple seconds, you really dont want that locking your game up do you.
My engine doesn't generate much big garbage I'd assume. (It's not a game like mine craft which throws away enitre chunks from memory all the time) All forms of "assets" are loaded, cached and reused. IE Once I load a weapon model or sound or animation it's loaded and used for every every object that needs it and held in memory until you load a new map. When a new map is unloaded that's when big garbage is going to happen.
Quote:
Originally Posted by Limited
Physics will probably be one of the hardest things for you to nail down, mathematics in Java is pure ugly and you will find it a headache.
I already have physics, I'm currently using point physics on most items and projectiles. I'm using spheres for players right now (going to use cylinders later when I learn how to do that) I also have basic model based collision as well. Physics is currently less of a performance issue than GLSL right now. GLSL perfomance is my current focus. And additionally, physics are done "in the cloud" for the multiplayer aspect so a lot of it won't be an issue.
The part I don't have is angular velocity physics and ragdoll (soft body) physics. That's going to be a last touch most likely.
Quote:
Originally Posted by Limited
Theres a reason why mainstream/indies dont use Java, its uncommon for games, its considered slow, its not a low-level language. I do wonder, what did you pick Java at the start? What was your thought process?
Meh, don't know. This was my first massive programming project so I thought it a good idea to use a language with less low level management. I'm not trying to make cry engine 3 so I really don't think I should worry about performance to a massive degree. I do know if I write another engine it will probably be c++ now that I have a pretty thorough understanding of how structuring a game engine goes.
Quote:
Originally Posted by Limited
Are you at least using LWJGL?
Of course, I already stated that. Speaking of LWJGL, I hope they get occulus rift support. I'll put that in my engine.
April 26th, 2013, 07:23 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So here's another random test. UV animations are now possible with shaders. Will moslty use it for plasma effects and water and stuff but I just made some trippy ground shaders for a test.
Blame FFMPEG for killing my FPS. The engine was running at around 155fps.
April 26th, 2013, 07:39 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Video is broken, you have a direct link?
April 26th, 2013, 07:42 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Works for me, pretty cool. Can we do flowing grass? :D
April 26th, 2013, 08:28 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
Works for me, pretty cool. Can we do flowing grass? :D
Yeah I'm sure you can do some fun stuff with it. Might be interesting to add distortion mapping to the engine in some form, then you could make grass sort of shift in the wind or something.
April 26th, 2013, 09:08 PM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Flowing Grass? Geometry Shader *cough*
April 26th, 2013, 09:52 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
Flowing Grass? Geometry Shader *cough*
Vertex shader yes.
April 27th, 2013, 05:50 AM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
OpenGwhateva
April 27th, 2013, 06:32 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I want to make a map for dis.
April 28th, 2013, 04:22 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
I want to make a map for dis.
I'll write some documentation on all the details of making a map in 12D. But I'd kind of like some feed back on the shader creation documenation that I posted on like page 4. I want to know if its clear.
April 29th, 2013, 11:03 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
The specular is being a garbage 200 elo scrub but the rest of the shader system is improving.
I added a new command for difference mapping in my shader files. diff(texture, texture) returns the difference of those two textures. Allows for lightingy plasmy stuff.
April 30th, 2013, 11:05 AM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
I'll write some documentation on all the details of making a map in 12D. But I'd kind of like some feed back on the shader creation documenation that I posted on like page 4. I want to know if its clear.
Seems a bit complicated, but I understood it well enough.
April 30th, 2013, 03:51 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
Seems a bit complicated, but I understood it well enough.
Anything I should clarify? I've added more basic math functions and I'm considering putting in the option to write straight into the GLSL shader through the games shaders as well for advanced stuff. I'm going to rewrite that documentation later with the new stuff.
The design is sort of based off of Unreal Engine 3 shaders but without the graphical interface that UE3 uses. Most of the stuff you can do with UE3 shaders can now be done with mine. :iamafag:
April 30th, 2013, 06:08 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'd like to rescind my comment. Upon viewing it on a non-mobile device, it looks much better. My complaint was not so much a critique of the documentation itself, simply its organization, which looks much better on a desktop.
In other words, its good, I'd love to see the new version.
April 30th, 2013, 09:32 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
I'd like to rescind my comment. Upon viewing it on a non-mobile device, it looks much better. My complaint was not so much a critique of the documentation itself, simply its organization, which looks much better on a desktop.
In other words, its good, I'd love to see the new version.
Good to hear. Thanks.
Also, fixed specular. Specular is now calculated per fragment and is now fully working with animated meshes (the normalization was wrong before). Though I ran into an odd bug that I have yet to trace to anything in particular. Whatever shader is created last doesn't really work correctly. I'll be looking into it later.
How's this looking guys?
April 30th, 2013, 10:20 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
That looks really awesome. Make a disco ball :D
April 30th, 2013, 10:47 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
THE PLAN:
1: Fit orthographic shadow projection to view frustram for more precise shadows.
2: Setup system for multiple shadow projection frame buffers so I can cascade shadow maps for high quality shadows near the player.
3: Setup framebuffer for first person models and animations and use a very small shadow projection for it. (first person shadows nigaaaaaaaaaa)
4: Dump TWL because it's a high maintenance bitch and stole my wallet after we had sex.
5: Write my own UI library using opengl and my shader library and have it on it's own framebuffer.
6: Particle systems need implementation. (dynamic lighting is already done though)
7: Get fucking wasted because the graphics engine is FUCKING DONE
April 30th, 2013, 11:59 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I must say, the lighting in that last image looks fantastic! Certainly on par with the original.
I second Plague's request for a disco ball
May 1st, 2013, 12:04 AM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Aren't those shader code strings just compiled at run time? If you're going to completely hard code them, why not keep the comments as actual comments in the code there by reducing your executable's size and amount of work the parser has to do? Did you say exactly why your shader code is embedded in the source as strings already?
May 2nd, 2013, 12:38 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Kornman00
Aren't those shader code strings just compiled at run time? If you're going to completely hard code them, why not keep the comments as actual comments in the code there by reducing your executable's size and amount of work the parser has to do? Did you say exactly why your shader code is embedded in the source as strings already?
The comments are there because I haven't gotten around to removing them. I have a big "TODO:" stamp at the top of the Shader class with a list of things that need optimizing. The shader class has gone through so many complete rewrites recently I just haven't seen a reason to optimize it.
The glsl shader code is broken up into a lot of pieces and I just take the pieces I need for each shader and glue them together (along with any parameters specified in the games shader files) to create a shader specialized for each material.
Making a holographic light? Shader just grabs the illumination code and transparency code.
Making a metal floor? Shader grabs lighting, normals, and specular.
May 2nd, 2013, 01:36 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
I must say, the lighting in that last image looks fantastic! Certainly on par with the original.
I second Plague's request for a disco ball
Thanks :iamafag:
The interesting thing is that lighting in the engine is dynamic. I'm going to add an option to do shadows staticly but right now you can do very natural day night cycles with lighting.
I am considering adding support for the old light mapping system (it's literally just vec4 light = texture2D(lightMap, texCoord[1]); in glsl so it wouldn't be super hard) and I'm also considering adding cube mapping. Halo used cubes instead of specular in a lot of places so it might be nice to have cube support.
What do you guys think.
May 2nd, 2013, 02:23 PM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
The glsl shader code is broken up into a lot of pieces and I just take the pieces I need for each shader and glue them together (along with any parameters specified in the games shader files) to create a shader specialized for each material.
Making a holographic light? Shader just grabs the illumination code and transparency code.
Making a metal floor? Shader grabs lighting, normals, and specular.
It's too bad your engine doesn't have a tag-like system to it, then you could make this entire process data driven.
May 2nd, 2013, 02:27 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Kornman00
It's too bad your engine doesn't have a tag-like system to it, then you could make this entire process data driven.
It does and it is.
May 3rd, 2013, 05:29 AM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Cubemapping, absolutely. Old lighting system, I know nothing about.
May 3rd, 2013, 11:45 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
Cubemapping, absolutely. Old lighting system, I know nothing about.
Halo used a texture to do its lighting. Essentially radiosity would calculate lighting and then save it to a texture. A high quality radiosity can provide some pretty nice lighting with very little work for the gpu. But radiosity is completely static.
My engine currently uses shadow mapping and glow lighting which is all real time and is kind of expensive on the gpu. Since its real time though I can adjust the shadow quality to be higher near the player and I can also use that same lighting information to apply shadows to the first person models and what not.
May 9th, 2013, 05:58 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I am modeling a map right now, what is the difference between putting it into this and putting it into Halo? Modeling wise I am going to seal the map, just incase. I will unwrap it, etc, like I would with Halo. What else would I need to do to get it into your engine?
May 14th, 2013, 12:18 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Been busy with life stuff. Anyways, just skype me and I'll send you the example models of hangemhigh and death island.
May 21st, 2013, 01:36 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
My brain hurts and my dick is a fruitloop. Adventure time or something. It sucks that now I have to optimize that code. It's a giant fucking mess and because of that I'm getting a pile of shit where my FPS used to be...
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Could one do weather shit like rain or snow in this?
May 21st, 2013, 06:21 AM
n00b1n8R
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Halo used a texture to do its lighting. Essentially radiosity would calculate lighting and then save it to a texture. A high quality radiosity can provide some pretty nice lighting with very little work for the gpu. But radiosity is completely static.
My engine currently uses shadow mapping and glow lighting which is all real time and is kind of expensive on the gpu. Since its real time though I can adjust the shadow quality to be higher near the player and I can also use that same lighting information to apply shadows to the first person models and what not.
Why can't you do baked textures for levels which you just layer shadows from non-bsp geometry onto?
May 21st, 2013, 07:19 AM
Warsaw
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'm guessing it's because that type of shadow can't cast onto dynamic models (i.e. the weapon in your hand) except as a primitive form of ambient lighting change around the player, which is more of a trigger than the actual shadow. RAGE did that, and it felt very 2003 in what should have been a cutting-edge engine. It also precludes the use of a convincing day-night cycle in a game, if that's something you want to add.
May 21st, 2013, 12:05 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by n00b1n8R
Why can't you do baked textures for levels which you just layer shadows from non-bsp geometry onto?
It takes more memory, but it's cheap on runtime. But there's a reason why only Unreal 3 is pretty much the only major engine still using it. It sucks and there are tons of better methods that move to a more accurate and real time method.
May 21st, 2013, 02:46 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by nuttyyayap
Could one do weather shit like rain or snow in this?
Easily. You can even have the rain fade in as clouds form over head and the lighting of the map dims to a greyish blue. Like in real life.
Quote:
Originally Posted by n00b1n8R
Why can't you do baked textures for levels which you just layer shadows from non-bsp geometry onto?
I could do that, and I'm considering having lightmaps as an option in the engine. That's not a priority right now though.
Quote:
Originally Posted by Warsaw
I'm guessing it's because that type of shadow can't cast onto dynamic models (i.e. the weapon in your hand) except as a primitive form of ambient lighting change around the player, which is more of a trigger than the actual shadow. RAGE did that, and it felt very 2003 in what should have been a cutting-edge engine. It also precludes the use of a convincing day-night cycle in a game, if that's something you want to add.
Yeah the lighting model I'm using is very expensive on the GPU but is completely dynamic and can create true day night cycles. The values related are in the bsp tag:
Code:
sunMapRadius<float> //Radius of the area that you want lit (IE the entire radius of hagemehigh or the island part of death island) anything outside this radius will just be normal brightness.
sunRotation<float x, float y> //Position of the sun 0,90 would be straight down from the sky.
sunRotationAnimation<float x, float y> //Amount the sun should move every tick
It takes more memory, but it's cheap on runtime. But there's a reason why only Unreal 3 is pretty much the only major engine still using it. It sucks and there are tons of better methods that move to a more accurate and real time method.
Light mapping has it's place. In Unreal Tournament 3 I can see why they used it. It works great in that game and costs little on the GPU. I just decided not to use that kind of lighting. It's easier on the artist to use CSM I think. Less dicking around with lightmaps.
May 21st, 2013, 07:24 PM
Warsaw
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I gots dual GPUs, I can handle it! Actually, maybe not, not without lowering the resolution. Does Frostbite use lightmaps anywhere? I was under the impression that all of the lighting in that game was dynamic as well, because it seems to be.
May 23rd, 2013, 05:53 AM
neuro
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
lightmaps are a pretty crappy way of doing anything in general if you're looking to make something that's supposed to run on more than an ipad.
/artist perspective
May 24th, 2013, 04:36 PM
PenGuin1362
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
deferred rendering ftw.
May 28th, 2013, 08:34 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by PenGuin1362
deferred rendering ftw.
Did some research on that. Looks interesting. I'm far past being able to make such a drastic change to the engine, but some day when I write a new engine I'll try that.
Quote:
Originally Posted by neuro
lightmaps are a pretty crappy way of doing anything in general if you're looking to make something that's supposed to run on more than an ipad.
/artist perspective
They have a few advantages. A good use of lightmaps can provide very nice indirect lighting and shaped lighting for very cheap.
Also on a side note. After some simple optimizations within the shadow PCF and distance interpolation I've taken it from 40~ fps back to 120~ fps. Still lots to work on though.
May 28th, 2013, 11:28 PM
PenGuin1362
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Image based lighting and consine/gloss maps plz.
May 29th, 2013, 03:18 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Cleaned up shadows some more. Improved performance a good bit, still a lot to do with that though. Post processing is now supported.
Bloom filter:
Unfiltered:
Anyone got any nice HDR or bloom glsl shaders I can throw on there? The one I used for testing is absolute ass. :v:
Considering doing water tommarow. Or maybe first person frame buffers.
May 29th, 2013, 03:24 AM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Nvidia has a library of shaders for FX Composer
May 29th, 2013, 03:27 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Also, is it safe to lightly drink alchol 12 hours after taking 10mg adderol? I'm doing it anyways but I hope that's enough time.
May 29th, 2013, 05:59 AM
n00b1n8R
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
amphetamines and alcohol go hand in hand
source: breaking bad
May 29th, 2013, 11:20 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I swear that water is a performance rapist, this is partially due to the code I wrote that writes the ondemand shaders doesn't "post optimize" yet. That's another thing on the list haha.
Also, no I'm not using a fog plane. Considering if I even want to put something like that in the engine atm. HD button says hi.
May 30th, 2013, 12:46 AM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'd hit it.
May 30th, 2013, 01:31 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
And now I have a framebuffer in place to render first person models. And thank god for once the GLSL code was simple. Coming to a total of 3 lines.
My original architecture related to the player and hud also worked without many changes. It's nice when stub code you wrote ages ago works exactly as it should when you hook that shit up to the renderer.
That's it for tonight. I"m pooped. :v:
Tommarow, fix that horrific bug I found in BSP and then begin work on the UI framebuffer and the 12DUI library. And if there is time add the scalar functions to shader so that we can have nice things like ammo counters on guns. :iamafag:
May 31st, 2013, 02:18 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Scalar functions in shaders now supported. I hardcoded it to 4 float variables (scalarA, scalarB, scalarC, scalarD) but this can be expanded later if I feel like it. Basically you can write in your shader like:
diffuse=tex<0,1,1,0,0,0,0,rgb> * scalarA
or
diffuse=tex<0,1,1,0,0,0,scalarA,rgb>
And then you can create an object like a weapon or vehicle that uses that shader and you can set scalarA during each draw.
So you can use scalarA to turn on and off the lights on a warthog or to animate the tires to spin when it's moving.
Halo had a similar system but it was more restricted.
Also, I'm about to tear TWL out of the engine and start writing my own library to replace it. Making a bak of everything and crossing my fingers.
May 31st, 2013, 07:44 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Welp I'm done for the night. Major changes include:
TWL has been completely removed from the engine.
Input has been completely rewritten and is set up in a much more "uniform" way. Improved overall.
Keybinds are now very easy to rearrange.
The ground work for 12DUI is in place and is the next thing I'll be working on.
May 31st, 2013, 05:56 PM
Roostervier
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Also, is it safe to lightly drink alchol 12 hours after taking 10mg adderol? I'm doing it anyways but I hope that's enough time.
I used to take 80mg adderall and drink like an alcoholic (mostly because the adderall). The only thing that makes it dangerous is the fact that because it's a stimulant, you may not feel as drunk as you really are and therefore have the propensity to get alcohol poisoning, or if you take higher doses of it at the same time (without a tolerance) you could possibly suffer a heart attack. You'll be fine.
May 31st, 2013, 07:58 PM
PenGuin1362
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Welp I'm done for the night. Major changes include:
TWL has been completely removed from the engine.
Input has been completely rewritten and is set up in a much more "uniform" way. Improved overall.
Keybinds are now very easy to rearrange.
The ground work for 12DUI is in place and is the next thing I'll be working on.
Where's my HDR IBL
May 31st, 2013, 11:51 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by PenGuin1362
Where's my HDR IBL
Lighting is finally how I want it and I'm not rewriting it.
I can of course do HDR through the post processing I assume.
Also, (completely relevant I swear) been working real hard today on this:
June 1st, 2013, 08:57 AM
Not Inferno
3 Attachment(s)
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So the implementation of UI is done. I need to flesh out the features some more and integrate into the player controller but it is working now.
I recreated the halo health and shield bar using my amazing artistic skills.
I used these 3 absolute master piece drawings: Attachment 3214 Attachment 3213 Attachment 3215
And made this basic test hud. I put up 3 screenshots showing the color change and bar fill and empty.
I'm tired as balls at this point. Won't be doing any more work for the next 2 days because of life stuff but I feel that a lot of progress has gone through this week.
June 1st, 2013, 09:47 AM
Skyline
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Looks like you are using the fixed pipeline still, just a heads up if you didn't already know, it's been removed since opengl 3.1+/ES 2.0+ if you ever plan to use those features or go mobile.
June 1st, 2013, 09:59 AM
Tnnaas
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
That health bar is cool an all, but isn't it supposed to be on the right side of the screen?