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Blog Comments posted by SpiderPig
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Leadwerks Software to Assist NASA Building VR Applications
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
4 hours ago, Josh said:Let’s plan on doing a Google Hangout this Saturday so I can answer any questions you have.
I'd be up for that. Depends on time in the land of AUS of course
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Leadwerks Software to Assist NASA Building VR Applications
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Awsome news! I'm excited about the 64 bit worlds. I've got plenty of uses for it ?
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Yeah makes sense. The new asset loader is for Turbo, yes? When do you think Turbo will be at a stage where we can merge Leadwerks 4 projects over to it without having to worry about missing features?
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Very nice. Does this mean mip-maps are not needed for SVG textures on a model?
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Weather system
Water and clouds systems
Look forward to seeing these implemented.
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Brilliant
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Ah okay. 32 it is
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Yeah I guess people can do that to the 2D textures themselves if they want too, depending on their GLSL skills. So the 18 256x256x256 RGBA textures for GI can't be packed? We won't need to access those will we?
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Side question; would GI only be useful for indoor scenes?
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That's a lot of textures... but for great graphics at fast speeds it'll probably be worth it. I'm not familiar with 3D textures but can you store 4 of them in one slot like what can be done with a 2D texture, and then access the appropriate one with UV coords.. or however you access 3D textures?
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If you were to make a rule that GI requires 32 textures, does it drastically change what cards the engine will work on? I'm not sure how 16 can be guaranteed and not any more. Is it a memory issue?
Are there other ways to store and manipulate data on the GPU that doesn't use texture slots? Like Buffer Objects or something...?
QuoteIt's best to have six lighting values for each voxel, one for each direction. I suppose you could drop this down to four that are all 129.5 degrees apart, with less accuracy.
Maybe you could bring it down to four to keep it within limits but have the option to use more if the end user wants too use up to 32? Maybe..
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The high resolution scene look awesome. Is that all from a single point light?
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Looking good
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Great work! How much memory does the voxel grid use and is it stored on the GPU? I'm thinking about large open worlds; would you generate all voxel data at large voxel sizes, then simply update in real-time the higher density voxel grid around the camera?
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Yeeesssss! ? This would be amazing. Hopefully your idea pans out. Good luck!
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Either way, Turbo is already a massive improvement on Leadwerks. It's always fun to see what things might be possible
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Sounds like you've thought of everything ? How has the shadow distance been affected? Is there still a limit to how far away it can be shown from the camera? I'm guessing the further away from the camera the more voxels that need to be checked...?
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I think the voxel data Josh has made is only for lighting calculations and not part of the mesh class... you will probably have to make your own voxel generator for things like terrain, which wouldn't be too hard.
Another question for Josh - can the voxel data be instanced along with an Instanced entity? Or will each instance need recalculating? ?
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That would be amazing. Can't wait
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Sounds good. Will there also be a quality setting? Like a voxel density or something... I'm just thinking out loud
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Looking awesome, can wait to try it out! Are the voxels calculated at load time? How does this work for meshes that are created by code and are edited through out run time?
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Great work! I haven't any of my own maps to test with as my game is programmed entirely in C++. Curious though as to if you have any ideas when we might get Turbo ready for C++ use?
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What Makes a Good Brand Name?
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Love it! Can't wait to see some awsome games made with "Turbo Game Engine"
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There are also some real-time GI techniques that are now becoming possible to do in realtime on high-end hardware. I am investigating this as well.
Looking forward to hearing more on this.
On the subject of lighting, are there techniques around that allow infinite distance shadow rendering?
Turbo Game Engine Beta Update
in Development Blog
A blog by Josh in General
Posted
Great work. Love the fact we can add multiple scripts. Looking forward to when physics are implemented!