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Thread: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

  1. #61

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Elite051 View Post
    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?
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  2. #62
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    That looks really awesome. Make a disco ball
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  3. #63

    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
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  4. #64
    Back-Alley Surgeon Elite051's Avatar
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    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
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  5. #65
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Should get this map into it and compare
    http://hce.halomaps.org/index.cfm?fid=3135
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  6. #66
    Kid in the Hall Kornman00's Avatar
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    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?
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  7. #67

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Kornman00 View Post
    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.
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  8. #68

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Elite051 View Post
    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

    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.
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  9. #69
    Kid in the Hall Kornman00's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Not Inferno View Post
    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.
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  10. #70

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Kornman00 View Post
    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.
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