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Guppy

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Everything posted by Guppy

  1. Just about the only place I see tessellation having a place is as an "Improved bumpmap" - because it overcomes the traditional problem of bump/normal maping, namely that the edges of an object remains unchanged This allows for a much faster ( or lazier if you will ) art pipe line, eg for making a castle; vs The real nice part ( and what always has me day dreaming ) how ever is it's potential for creating static models ( buildings, etc ) on the fly procedurally using just basic geometric shapes... jum! For cases such as this it's perfectly adequate for "LOD", but due to it's linear nature it wont really work well with more complex or organic shapes - I ( or an artist ) can suggest a shape or form with far fewer polygons than you can with automatic tessellation, this is simply because it wont know what to focus on to get a recognizable silhouette1. 1) there are ways to improve it, for instance DMC uses quadratic error functions to isolate sharp features in complex meshes, this is how ever still not anywhere near real time. And of course not all sharp features are helpful in creating a recognizable silhouette. ((why doesn't the bullet list have indentation - makes i very hard to read ))
  2. Looking forward to seeing your one cube game
  3. Most likely the new vertex is offset based on a normal map or the like, meaning that your normal maps resolution is the effective limit of how much you can tessellate before doing so no longer adds detail. Either than or it interpolates the vertex normals or it's "parents" and used that for offset - but that would just make everything rounder regardless of design intent.
  4. This http://chipx86.github.io/gtkparasite/ styles it self as 'firebug for gtk' so it stands to reason that they found a way of doing it. Sourcecode: https://github.com/chipx86/gtkparasite/ (MIT license)
  5. I don't really see how you would use tessellation for a LOD system - it's not just about the amount of triangles but also where they are placed/how they are oriented. eg: a character viewed from 10m away could make do with a face made 100 polys or less the same character when viewed up close may have 1000s of polygons in the face to convey expressions and personality - tessellation would have no way of creating that detail
  6. It's been a while since I used windows but I seem to recall that there was a "speed dial" showing how hard the GFX card was working in the catalyst control panel ( might have been an XFX thing tho )
  7. "publish" Should mention OUYA, while it's "just" another android machine it differs by having a controller rather than touch based interface. Should be "3.1" ~ Here should properly be a mention of the (yet to be) made blender integration And finally a few words on upgrades as that seems to be a popular question
  8. This was pretty much what I had planed on - I had hoped to be able to pass a larger genome than 4 floats tho
  9. It's a bit strange tho that http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityinstance-r173 is undocumented What exactly is the relationship between entity and instance - I mean I assume that :instance() returns a entity (because the command reference does not have a instance class) that is an instance of the entity ( as opposed to a full fledged copy ) - but what variables are instanced what is private/copied? - IE would calling :setColor(...) affect just the instance or all entities?
  10. It's a bit more complex than that as the idea involves a texture atlas, but that function would allow me to set up to 8 floats of information. Not crazy about it being floats but I suppose that can be worked with, thanks. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetcolor-r162
  11. Say I have a "orc" model from this model I wish to create 100 instances. In order to give the illusion of diversity these would be slightly differently scaled on x,y,z axis ( I believe this is possible with LE, correct me if I am wrong ) - but In order to further create diversion it would be nice if I could alter their hues slightly since the shader applies the texture it would need to know something about this model - namely it's state or DNA - is it possible to make this information available to the shader on a per instance basis? I suspect it is possible given that each instance already tracks it own animation state, but I'd like to know for sure.
  12. super usefull for any type of game, but please state license. ( I imagnie it's CC-BY )
  13. Ah your talking about the skinning shader Rich source of confusion that skinning and animation means differenting to shaders than to modelers ^^ http://en.wikipedia.org/wiki/Skeletal_animation "In most state-of-the-art graphical engines, the skinning process is done on the GPU thanks to a shader program" Basically its done on a shader because due to parallelization it's much, much faster than doing it on cpu - or as Josh likes to claim it's free, that is not entirely true but it's close enough Edited to fix wikipedia quote screwing up the post
  14. you seem to be continuing a conversation here - only the only post made so far is yours?
  15. The shadow is generated by the engine so if it's not animating then it's a bug with the gpu skinning
  16. I'll dig through them and add them to the list this weekend when I can find the time - do beware tho that some of them ( like the Ryzom link ) use questionable/unsafe/cancerous licensing terms. I should properly also explain the licenses a bit.
  17. This gets asked often enough that we should properly dedicate a thread to it: Each site on this list has their own license terms - be sure to read them Textures: http://cgtextures.com/ http://texturemate.com/ http://textures.thefree3dmodels.com/ Models: http://www.blendswap.com/blends/ http://tf3dm.com/3d-models/ [uses copy righted textures and materials] http://opengameart.org/ http://www.katorlegaz.com/3d_models/index.php http://www.turbosquid.com/Search/3D-Models?max_price=0&min_price=0 2D / Ui: http://www.glitchthegame.com/public-domain-game-art/ http://opengameart.org/ http://www.lostgarden.com/search/label/free%20game%20graphics http://www.reinerstilesets.de/ http://openfontlibrary.org/ Music: http://www.freesound.org/ http://naturesoundsfor.me/ http://freemusicarchive.org/ http://soundimage.org/ Animation / Motion capture: http://mocap.cs.cmu.edu/ http://www.mocapdata.com/index.cgi?category_id=19053 Theory/Books http://http.developer.nvidia.com/GPUGems/gpugems_part01.html http://http.developer.nvidia.com/GPUGems2/gpugems2_part01.html http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html http://paulbourke.net/geometry/polygonise/ (for all the mincraft cloners ) "Safe" licenses include ( but not limited to ) CC-0 CC-BY MIT Apache BSD "Unsafe" licenses include ( again not limited to ) GPL CC-BY-SA CC-BY-SA-NC I'll add descriptions and license tags to the links later, in the mean time feel free to contribute your own links
  18. There should be a sticky with this tbh. Each site on this list has their own license terms - be sure to read them Textures: http://cgtextures.com/ http://texturemate.com/ http://textures.thefree3dmodels.com/ Models: http://www.blendswap.com/blends/ tf3dm.com/3d-models/ http://opengameart.org/ http://www.katorlegaz.com/3d_models/index.php 2D / Ui: http://www.glitchthegame.com/public-domain-game-art/ http://opengameart.org/ http://www.lostgarden.com/search/label/free%20game%20graphics http://www.reinerstilesets.de/ http://openfontlibrary.org/ Music: http://www.freesound.org/ http://naturesoundsfor.me/ http://freemusicarchive.org/ Animation / Motion capture: http://mocap.cs.cmu.edu/ http://www.mocapdata.com/index.cgi?category_id=19053 "Safe" licenses include ( but not limited to ) CC-0 CC-BY MIT Apache BSD "Unsafe" licenses include ( again not limited to ) GPL CC-BY-SA CC-BY-SA-NC
  19. We are going off topic here but that's a really weird way to look at it - I mean it would properly also be faster if I replaced every single model with a cube, but as they say diversity is the spice of life. And if I decide to build my forest out of 5 different base trees where instances can then be randomly rotated and scaled then I don't see why any modern day engine should struggle with that
  20. A common example of this is for instance a tree pack with say 5 trees that all share the same leaf/bark textures. It stands to reason that you'd be able to import the fbx file containing all 5 trees and then use them as individual objects/prefabs/models ( not sure what term LE uses in the editor )
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