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Blog Comments posted by Josh
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I think a combination of voxels for rough surfaces and polygon ray tracing for sharp reflections will provide the best results. Neither of them can really do both.
The RTX approach is an extremely brute force method, and I think I can get better much performance with other means.
It's kind of funny that right now we basically have a power struggle between engine developers and hardware manufacturers. I hope the GPU makers don't try to take over more in the future.
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2 minutes ago, Cromartie said:
Good! I'm looking forward to coming to Steam. I hope won't have to pay separately for Leadwerks 5?
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It’s not very polished right now so it would be hard for people who don’t have a lot of experience.
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15 minutes ago, Cromartie said:
How do I become a beta tester of Leadwerks 5?
It's private for now.
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There is a bit of confusion in the lighting. Am I looking at a specular reflection from a scene light, or is the little light on the wall illuminating the wall itself?
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1. Nothing special. Should run fast on integrated graphics when I’m done with it.
2. Yes
3. I don’t think the size of the scene matters but it has a limited range around the camera.
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Started this idea two years ago:
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That\s really interesting and helpful.
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Your process is very well organized. How do you make decisions? Why 30 more? Why not 50 or 20? How do you structure things and come up with a final plan when the nature of creative work is completely open-ended?
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Here it is with two layers of refractive glass. There are some slight artifacts on the edges of the barrels but I think this is acceptable.
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Here's a really interesting shot of the effect at very high refraction:
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Here is the code for creating a heat haze material:
//Creaqte the material auto heathaze = CreateMaterial(); //Make it see-through heathaze->SetTransparent(true); //Set the alpha component of the color to zero heathaze->SetColor(1, 1, 1, 0); //Apply a texture for the alpha mask. Even though the alpha color is set to zero, //this will control the intensity of the refraction effect. heathaze->SetTexture(LoadTexture("Materials/FX/particle.dds"), TEXTURE_BASE); //Set the normal map heathaze->SetTexture(LoadTexture("Materials/FX/heathaze.dds"), TEXTURE_NORMAL); //Set the refractive index heathaze->SetRefractiveIndex(1.3);
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Yes. It’s a total solution, with correct lighting on the particles to boot.
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That's a negative.
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2 hours ago, awgsknite said:
Will this code work in the current LeadWerks and not the beta ?
It's almost as if this new engine was built with feedback from tens of thousands of users in mind!
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4 minutes ago, Lethal Raptor Games said:
Do voxels work by default or do I need to set up some things first?
See the VXGI Lua example. This feature is not complete, but the example visualizes the voxels and reflections.
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I have some really beautiful code highlighting added:
#include "pch.h" #include "Project.h" int main(int argc, const char* argv[]) { //Get the displays auto displays = ListDisplays(); //Create a window auto window = CreateWindow(displays[0], L"", 0, 0, 1280, 720, WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->Move(0, 1, -3); camera->SetFOV(70); //Create light auto light = CreateLight(world, LIGHT_DIRECTIONAL); light->SetRotation(45, 35, 0); //Create ground auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0);
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Trying to have more plugins is a lost cause. I’m playing a different game.
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@Marcousik What I mean is the engine and editor. There are different types of products you can turn that into. I have another idea but I will not say yet.
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I'm setting things up so that the consumer game engine company has a license to use the technology and is separate from the IP holding entity and the B2B VR business.
I also have one more idea for a third application of this technology, in the game space.
Valve would be an ideal buyer. If not them, maybe Oculus.
Starting with a Bang
in Development Blog
A blog by Josh in General
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Ambiguous questions gets ambiguous answers! ?