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 10:13 PM.
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 06:17 PM.
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.
And here's as single static sky.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*
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 08:40 PM.
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