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

  1. #171

    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
    Last edited by Not Inferno; July 10th, 2013 at 11:13 PM.
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  2. #172

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

    More stuff.

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  3. #173
    Tick Gate 2014 Donut's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    fear the pink mist
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  4. #174
    HA10 Limited's Avatar
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    !!

    Pfft using premade physics apis! Thats cheating!
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  5. #175

    Re: !!

    Quote Originally Posted by Limited View Post
    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.
    Last edited by Not Inferno; July 12th, 2013 at 07:17 PM.
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  6. #176
    The Silent Photographer Zeph's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    gimbal lock?
    Don't use Euler math for rotations.
    Use Quaternians for anything that rotates (including animations).
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  7. #177

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

    Quote Originally Posted by Zeph View Post
    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.
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  8. #178

    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?
    Last edited by Not Inferno; July 12th, 2013 at 09:40 PM.
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  9. #179

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

    Made a simple 2 state sky (Mid Day - Mid Night) to test this out.
    A normal sky would need at least 4 states (Morning - Mid Day - Evening - Mid Night) to look right :P
    The system is modular so you could have a sky with 12 states if you wanted.

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  10. #180
    Senior Member
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Looks great... I once saw another thing online that used a gradient for the skydome and it simply slid slowly down, changing how the sky looked and the colors + lighting postion according to a time scale. Just a thought and another idea about how it could work, but that looks great too, and at least its modular.
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