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Aily

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Posts posted by Aily

  1. i am planning on developing a war game that has high endish graphics

    i found leadwerks on google and i'm new here so hopefully you guys will help me out

    i do not own the engine yet i am going to buy in a month or so though

     

    i have 2 questions

    can the engine import .x models

    and is it direct x 11 yet?

     

    Welcome!

    It have OpenGL renderer. Why you so need DX11? Crysis2-killer? :)

    It can't import X files, but it have good own format, and many converters to it.

  2. Hope you can convert this Glyph Bombing shader for LE it can be interesting for damage textures :P

     

    No, it can't help us to draw to textures. Glyph bombing is technique to fill randow surface, i.e. for generating whole texture. Standart Leadwerks decals is still best issue i think.

     

    As Vetal said, draw to texture cant be used on instanced geometry, because decal in one of them will be appear and on other too.

  3. And, as i understand, its bad choise for instanced buildings?

     

    Yes, each texture must bee unique. :)

     

    That's pretty cool. You could use that to for the build-up of crud/mud and other things on a car body or window.

     

     

    For bullets, damage and fire effects you might want to look into "Glyph Bombing"

    http://www.yaldex.com/open-gl/ch10lev1sec6.html

     

    I haven't tried an implementation in LE yet.

     

    Ok, will se whats that :)

  4. awesome ! Is there a way to draw some king a texture like bullets decals or something like that other than plain colors ? :)

     

    Yeah! Need some udpate shaders and program. Now drawing color is calculated simple distance from current pixel to pen position. It's possible to put texture there and make some UV calculating code. There can be used any brush.

     

    But there have two sad things:

    1. Texture is one, and on buildings it must be very big. We can use maximum 2048x2048 textures, and always thinking about video memory (it can be end on one of large texture). Anyway, quality of bullets will be low. It's good effect for blood or dirt.

    2. I don't know how Leadwerks working with mipmaps, because it use CreateTexture, we can't preprocess mipmaps as usual in DDS, did Leadwerks calculates mipmaps for it after we drawing, or not - i don't know :)

     

    P.S. all meshes with such decals must have unique texture and "flattered" (unwrapped) UV coords.

  5. I only use Fortran because it's faster
    Ha-ha-ha :):D :D I'm crying...

     

    I'm using BMax, it's much easier and don't want to upadete NET platform, or huge REDIST packages.

     

    :D Need to make port for QBasic

  6. Thank you for this!

     

    When I start to paint the screen glitches out and goes to black with flickering artifacts. Damn, I want to try this!

     

    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?

  7. 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.

    post-260-0-31546200-1310436809_thumb.jpg

  8. 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.

    post-260-0-32868400-1310435517_thumb.jpg

  9. Yeah, tried this a while back with my nVidea driver as my copy of Batman Arkham Asylum came with a set of coloured 3D glasses. It was really impressive but I found I couldn't watch anything for more than about half an hour before my eyes started to hurt. I tried Batman, Stalker COP, Mass Effect, Dreamfall and Crysis! Never tried any Leadwerks. The modern shutter glasses are way better people tell me (much clearer 3D effects) and you can use those for hours with no bad effects :)

     

    Agree with you :) But current i can't change my money to cool glases, so, will be use this extreme brain explosives :)

  10. 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)

     

    :P

  11. 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 :P

     

    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!

    post-260-0-14664300-1309660999_thumb.jpg

    anaglyph.rar

  12. 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.

  13. 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?

  14. I'm no expert in Fortran yet, since I only started to learn it 2 days ago, but I got something working which matches your example:

    ...........................

     

    Hm... seems that BMax is some clone of Fortran! Very similar languages :) Thank you Lum.

    Is there stand alona compiler like TCC?

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