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reepblue

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Blog Comments posted by reepblue

  1. My intention was to do that but the UI listens to mouse events and I couldn't figure out how to alter some widgets with actions alone. Again, the widgets are Lua assisted so there can also be a lot of back and forth.

    I decided it wasn't worth it for the 1% that's going to actually play with a controller. The mouse input works pretty well with the steam controller and it should be the same on the deck.

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  2. I think this is why most other engines support baking lightmaps which I know you want to avoid. I guess if you can't figure it out, I would say allow the end user to adjust the resolution of the shadow maps manually. Personally, I didn't see much of a difference above 1024, and I only bumped it if I had to. 

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  3. Interesting.

    Since you're going back to shadow maps, is there any ideas of reducing shadow banding? I made the shadow maps resolution for the spotlights in Cyclone at 1024 for a cleaner result but there is still some banding if you were to look hard enough.

    Also, you could only adjust the resolution if you had api access.

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  4. 20 minutes ago, Josh said:

    The funny thing is that if we have voxel shadow data,  then we don't actually need shadow maps. This shot is using voxels for shadows, and is not using the shadow maps.

    voxelshadows.thumb.jpg.8d5d270a3cc6c84c1c142a97c36cddd5.jpg

    What's the perks of doing this? Would we be able to hide shadows on a per entity basis this way?

  5. Also you can tell were 2 volumes meet/overlap. I never felt it did radiosity as well as precomputed solution like the rad tools in Source. You had to crank up the brightness to the max to see texture lights look like they are emitting light which made everything else washed out.

  6. Leadwerks had like very weak light bouncing. I have to set an ambient light color for my indoor scenes inorder for it to not look too dark without using hundreds of lights. The correct way for this should be to use a black ambient light and let the bouncing of light do all the work.

    Really hopeful that UltraEngine fixes this.

  7. If the editor would be compatible for making source maps that should mean it would have support for placing entities in via an fgd system which then a developer could use those systems for their own games after they implement it.

    The Source I/O system was really nice and I would totally implement a similar system if I knew the editor can cook the io in the map file for my game to read it.

  8. Thanks for the Blinn-Phong shader. I was able to use your code to make a nice glass shader which uses Alpha blending and Z-Sort like my previous glass, but the added phong makes it less flat. The phong is relative to the camera's position, and everything can be changed with the material's colors and flags.

    image.thumb.png.139afff3f4a046e0e224bbc4a2486db3.png

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