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Blog Comments posted by reepblue
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Ok, I would have to play with it. Hopefully it's not much of a performance penalty.
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11 hours ago, Josh said:
My inspiration came and I thought of a clever solution.
Hope this means I can avoid using SSAO. The effect looked gross in Leadwerks in-game imo.
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Reflections on dynamic objects isn't really needed for most applications imo.
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How many bounces do you plan to calculate in total and is each bounce harder than the last?
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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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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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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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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.
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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.
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I like it better like that. Just remember to implement resizing of the pan.
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Neat. I can probably use this if it's not that expensive.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
1 hour ago, Josh said:The benchmarks will be released closer to the engine completion date, and I will show them running live at the expo.
Get it on video!
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I think those demos should be publicly released so people can see the results for themselves.
Also, really looking forward to that editor.
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One thing I would suggest is making sure directories are listed above packages like how Windows lists files by default.
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That's another game(s) that can use a better editor.
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I'll be sure to see if I can make a simple HL2/Portal map with this.
I can't wait! ♥️
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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.
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Understandable, just thought it would be nice to have.
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Besides your will to do so, what prevents you throwing in the Leadwerks renderer in there and replacing the current editor?
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Love these and what you do. Keep it up and I hope you do the same thing for Ultra Engine shaders in the future. ?
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I should switch my email address on this site to my new one. I have a lot of mail tied to my GMail but most of it is trash.
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I'll take a look at these and see if I can spice up my glass shader.
My cubemap reflections aren't parallax reflections at the moment so I'll see if this fixes it
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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.
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Finalizing Shaders and Real-time Global Illumination Progress
in Development Blog
A blog by Josh in General
Posted
Ahh nice. If you don't mind sharing it, that would be great.