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Aily

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Everything posted by Aily

  1. Aily

    GPU texture paint

    Ah! Thanks for info
  2. Aily

    GPU texture paint

    Windows 7 (64bit) - same is mine ATI Radeon HD 5700 - my wife's mother have ATI Mobility Radeon HD 5470 on shee's note, will try to test it today
  3. Ha-ha-ha :D I'm crying... I'm using BMax, it's much easier and don't want to upadete NET platform, or huge REDIST packages. Need to make port for QBasic
  4. Aily

    GPU texture paint

    It can be depended on hardware, as you can see in source, there is so simple. I'm working on GeForce 250GTS, maybe for Radeons must be some different code. What hardware do you have?
  5. My work on casual game still continue, it was rewriting ~ten times. As always people says - "you need to start with simple project", so - it's very simple Scene is not ended, and it's not level from game, just my current tests. (F1,F2 - debug phy\ents) You can change resolution in ghraphics.ini in root.
  6. It's my own texture paint implementation, i can be wrong in some places, but it working fast enough. Only need to create drawing on many meshes (switching betwen it buffers), and check why is drawed texture so blured. Anyway it's basic algorhytm only to show how it can be implemented. P.S. Another way to making decals P.P.S shaders and source is in archive.
  7. It must work at your machine What error do you getting trying to start Leadwerks?
  8. Agree with you But current i can't change my money to cool glases, so, will be use this extreme brain explosives
  9. In 3DS MAX have render to sphere map mode. And there have geo sphere primitive too. So i prefer to make spherical texture, assign it to geosphere fith normals turned to it center. Load in engine as simple mesh Create background world, set my sphere there. And render this world before all other scene. Features: Sky can be turn Sky can have animated texture Sky can have another models (like sun, moon, spaceships, or big buildings, or another terrain) Sphere map much easier to bake from MAX then cubemap Can be used on very old hardware (samplerCube discarded from shader work)
  10. I found that my geForce 250GTS can render stereoscopic graphics in games. I need only glasses. Maybe somewhere have glasses for Nvidia Vision, but in my town little complex to find such, and it will be cost a lot. Yesterday i went to the book store and by book about dinosaurs for kids with anaglyph images and GLASSES!!!! 4$ it cost for me. Left eye - red (1,0,0) Right eye - cyan (0,1,1) It's simplest stereo rendering technology in world, but it's so amazing to play all games with it!!! Tutorial to enable here: http://3dvision-blog.com/tag/red-cyan-glasses/ After this all i run Leadwerks and so sad that OpenGL can't render stereo by default So today i write simple postfilter for Leadwerks, that explode result image by two color channels depending on Z-buffer, GUYS!!!! TUNNELS EXAMPLE IS FANTASTIC LOKKING NOW!!!! Here is image (look on it in colored glasses), and shader. Put shader in "shaders\PostFilters\HNPHan" - you will loose FSAA, but you can play with real 3D! anaglyph.rar
  11. http://blitzbasic.com/codearcs/codearcs.php?code=369 http://filax.celeonet.fr/_fofo/index.php?topic=3463.0
  12. Yeah, very interesting question. It will nice to know about indor modelling in 3DWS, something like Maplet edit style, when each model turn faces by it center, and making boolean operations on it with such meshes. If it's possible, think i will buy it
  13. Aily

    Compatibility

    135rc4 working fine
  14. Thanks Pixel, i will try that if can't beat my current problems with callbacks
  15. Big scene I have scene with ~1000 dynamic units (trees, buildings, enemies, etc...), each of it at destruction breack to 5-10 parts. Each part is automaticaly disapear after 5-10 seconds. Each part have their body (simple cube). Wat way is the best to store such scene at gameplay? For example building, when it in IDLE state, it have one mesh and one body for collisions. At destroy it breacking on 5 parts, that fall around it by physics. Each part have their own body - box. Issue 1: Store one collection of 5 parts of building in memory, and at destroy any building create "on-the-fly" parts as copyentity() for each, creating body, attaching, and setting position at current destructing building (it's my case now, and here some bug) Issue 2: At each of 1000 units create at loading tyme by same as 1 issue, but hide it, and on destruction building just show it, set all parts bodies mass and add force to them? Does 2 issue can much slowdown CPU? It's because ~1000*5 = 5000 hidden units in scene, and 1000 visible at run time.
  16. w1=createworld() w2=createworld() setworld w1 cube=createcube() setworld w2 sphere=createsphere() entityparent sphere,cube And sphere now is in w1! Is there any solution to put parented entityes in different worlds?
  17. Aily

    Fortran 2008

    Hm... seems that BMax is some clone of Fortran! Very similar languages Thank you Lum. Is there stand alona compiler like TCC?
  18. Aily

    Fortran 2008

    How about types(classes) in Fortran? Can you show example like this: type node field a end type type node_child extends node field b end type local nc:node_child=new node_child nc.a=1 nc.b=2
  19. One my friend say me to compare squares, not distances, because SQR is heavy command. So dist1#=(v1.x-v2.x) * (v1.x-v2.x) + (v1.y-v2.y) * (v1.y-v2.y) + (v1.z-v2.z) * (v1.z-v2.z) dist2#=(v1.x-v3.x) * (v1.x-v3.x) + (v1.y-v3.y) * (v1.y-v3.y) + (v1.z-v3.z) * (v1.z-v3.z) if dist1<dist2 .... Without SQR calcilations P.S. Cool glasses Alien
  20. 1. The best way to make house - is make it as single mesh with one flattered texture. - very fast to render. 2. Some slowly - multimaterial, when all different material meshes attached to one mesh. 3. Very slow - is group all house walls\flor. I see that Leadwerks not lost speed on render meshes, more important is culling i thinking. if you will be gather house by walls\flor in editor, at render it must be frustum culled many times. And if you will have many such houses, each frustum cull for each separate mesh..... And you incrase totel count of rendered objects in scene. I thinking such things in most of engines. 3DRipper DX is good way to se how ready game rendering it resources. For example, Prince Of Persia Prodigy - don't cull beside camera objects, all scenes created by models (not terrain), and it showing 300 000 - 400 000 triangles per frame with ~1000 meshes
  21. distance betwen points local v1:tvec3=vec3(1,2,3) local v2:tvec3=vec3(4,5,6) distance#=sqr( (v1.x-v2.x)^2 + (v1.y-v2.y)^2 + (v1.z-v2.z)^2 )
  22. You need to assign materials with shader "mesh_diffuse_vertexgi.frag" It's more complex than BrushFX or EntityFX. Blend mode can't show vertex colors.
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