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Rekindled Phoenix

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About Rekindled Phoenix

  • Birthday 04/27/1986

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  • Gender
  • Location
    Oregon, USA
  • Interests
    Programming, 3D Models
  1. Cloth and Water physics complete, now just to make videos with them!

  2. neat! do you have any video of gameplay?
  3. Cloth physics... soon

    1. Show previous comments  1 more
    2. Rekindled Phoenix
    3. Flexman


      Fake cloth (animation) using the existing leadwerks shaders...



      (I'll upload the asset later today)

    4. Rekindled Phoenix

      Rekindled Phoenix

      I wondered where that went! (from long ago, depths of old forums) Games commonly use both real-time ones, and vertex shaders like your example where-ever they could to save cpu.

  4. Thanks for your replies. The objects behind the water aren't as distorted in the same manner as the diffuse (checkerboard) texture seems to be. I've modified the refraction strength variable, and that only offsets based upon the normal map, not the vertices direction. Distortion via angles. Do you guys know of an effect that achieves something similar?
  5. As an alternative, you could use the ProtoBuf library with build-in serialization that's faster than typical XML types. Saving the bytes to file may be obfuscated enough.
  6. I've been running some realistic water experiments using leadwerks. They are time-marshaled by separate threads, dynamically adjusting the height where turbulence is added. (changing the 'refraction strength' helps, but doesn't seem to outline the angled verts ) To outline the depth of the ripples, was thinking of changing the color of the vertices to a darker hue. What do you guys think? Since I'm new to shaders, how would I go about accomplishing this? Does the community have any suggestions that could make this look better? EDIT: Just found "falloff" settings, b
  7. Thanks guys for all of your answers Still stuggling, since the .frag file you mentioned is missing... I looked throughout the shaders.pak (version 2.5) and I didn't see anything labeled with particles and an alpha frag shader. When I try to use them anyway, since I assumed they were special labels at first, my application freezes. Yes, though nothing in that scene exposes particles to the skybox. I'm running a scene within a large open outdoors area, so the chances of particles overlapping the background are high. Could you please attach the appropriate frag shad
  8. Wow thank you, I will test this later this weekend!
  9. Yeah, tried different methods (as mentioned above) for both types. Here's an custom mat that's similar to the smoke.mat texture0="abstract::flame-blur2.dds" depthmask=0 blend=alpha zsort=1 shader="abstract::particles.vert","abstract::particles.frag" It's using blend=alpha. I assume that's the same as a 'transparency' setting.
  10. Dang. Well I have sent him messages in the past, so hopefully he'll be able to get around to it. I've also seen Josh post an image that's possibly using the same technique, unless he's saving that for LE3.
  11. I have had the most difficulty creating transparency that doesn't cause a graphical glitch like the image below. Browsing through the tutorials, it seems that none of them reference using the FramewOrk methods. Do they automatically set the clearmode appropriately? Neither smoke (alpha) or fire (light) MAT settings work to fix this issue. I've also tried creating my own textures to replace the defaults, and have had no luck. Either way, this is my basic emitter setup in C#. //transparency refers to foreground World.Current = Framework.Layers.Transparency.World; Framework.Layers.
  12. Really? Several gallery images and then not even a tutorial?
  13. This enumeration (in C#) might be helpful within your code public enum MouseButton { None = 0, Left, Right, Middle, Aux } For clarity and easier code, I would recommend making an enumeration for each set that you commonly use.
  14. Maybe you could just obfuscate the data and keep a private key within your source-code?
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