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Blog Comments posted by shadmar
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1 crawler : 550 fps
16 crawler : 320 fps
I just used the mdl and the simpleanimationscript.
No character controller.
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Looks good, but Category clicks doesn't work.
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VR is expensive, and not for the common gamer I'd think. Might be cheaper later.
Finally, post-processing effects are pretty much a thing of the pastShadertoy seems to have an entire VR section to their flat pixel shaders :-)
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Keep it dark themed, I like it that way
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@gamecreator
The firepit has a spritesheet shader, feel free to use
No script required.
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But this is now C++ not Max?
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how to initialize gui?, this draws a button all over my screen (with a small text)
--Create a GUI local gui = GUI:Create(context) --Create a new widget local button = Widget:Create(20,20,300,50,gui:GetBase()) --Set the widget's script to make it a button button:SetScript("Scripts/GUI/Button.lua") --Set the button text button:SetText("Button")
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This is really great!
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From my own experience I do combine sometimes. Lua is very good for the object script system and you can with some planning get a tidy scripted game.
However lua sucks on math and other procedural stuff like simplex noise (which are all math)
So what you can do, is to write the intensive parts in c++ and just expose yourself to lua.
The drawback is that you can't deploy on the player, but need and download and installation, which might scare away some players.
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imagemagick ?
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Sorry I missed :
Buffer:SetCurrent(self.mybuffer)
before doing context, I see what you did here. Thanks for the example. I didn't know you could do this.. awesome.
Edit: had a chance to run it, works great and I updated your example script slightly.
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Mack, I think you misunderstand, I want to draw text to a texture. DrawText() is context command which is not a part of Render(), I think?
Show me how to draw text onto a texture using DrawText(), decals are not text.
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Yey, this is cool if we can do Draw* on textures instead of just context.
You could before.But we could already you say? how?
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so now we can render text onto anything 3d?
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who does 4:3 nowdays?
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Yes, and functions like GUI->DrawText() would also work on all three?
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Ok I added this function which I know nvidia accepts and intel does not:
float testfunc(float x, float y=1.0) { return x*y; }
it compiles ok using F6, but using F5 it now shows an error in line 28
Validating vertex shader... Validating pixel shader... Error validating pixel shader. Warning, version 400 is not yet complete; most version-specific features are present, but some are missing. ERROR: 0:28: '' : syntax error ERROR: 1 compilation errors. No code generated. 0 errors, 0 warnings
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Nvidia accepts almost everything you write. Why does Intel and AMD have to be so picky?
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Looking good
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Also isris only work if it's the first pp-shader, ex. having ssao.shader before seems to break it, maybe alpha is more than 1 when starting iris adjustments writing to alpha channel?
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This works fairly well, your average lum detector is better than mine, but I had adjust the alpha adjustment down to avoid flickering scene.
I think this is perfect:
context:SetColor(1,1,1,0.02 / Time:GetSpeed())
to
context:SetColor(1,1,1,0.005 / Time:GetSpeed())
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Here is valve's dithering method.
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Well done Josh, I was a bit worried about the shaking normals, but all fixed! Great work!
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That last image there looks rad!
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Resolution Independence
in Development Blog
A blog by Josh in General
Posted
wow this is really cool.