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@INightEngine https://delphigl.com/forum/viewtopic.php?f=14&t=9475 |
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Autor: | Flash [ So Sep 19, 2010 21:06 ] |
Betreff des Beitrags: | @INightEngine |
Hi and welcome to the forum. The video of the spotlights looks promising. Could you tell us more about what the development aims for? Is it "just" an engine, or do you want to make a game? Is it a shooter or another genre? Were are the models from and will you use them later in the game? |
Autor: | Seth [ Di Sep 21, 2010 10:19 ] |
Betreff des Beitrags: | Re: @INightEngine |
The guy is Marcus Fenix from Gears Of War. ![]() The lighting engine could use more contours. It looks too smooth at the moment, but the editor and the live editing look very good already. |
Autor: | Igroman [ Di Sep 21, 2010 17:39 ] |
Betreff des Beitrags: | Re: @INightEngine |
Thank you for your attention to the project. ![]() Seth hat geschrieben: The lighting engine could use more contours. It looks too smooth at the moment, but the editor and the live editing look very good already. Please tell us more, I do not quite understand. I have bad english. ![]() Flash hat geschrieben: Hi and welcome to the forum. The video of the spotlights looks promising. Could you tell us more about what the development aims for? Is it "just" an engine, or do you want to make a game? Is it a shooter or another genre? Were are the models from and will you use them later in the game? Thank you! It's not just the engine, I make it as flexible as possible so that you can easily modify its constituent parts. But now he is part of a future game. In the thread of the project I'll post some information on the game. I will try to properly translate into English. ![]() |
Autor: | Igroman [ Di Sep 21, 2010 17:44 ] |
Betreff des Beitrags: | Re: @INightEngine |
Seth hat geschrieben: The guy is Marcus Fenix from Gears Of War. ![]() Models for the tests, selected at random. ![]() |
Autor: | Ireyon [ Di Sep 21, 2010 17:54 ] |
Betreff des Beitrags: | Re: @INightEngine |
The screenshots do already look good. And the "physics chain"-video impressed me, good work ![]() Technical question: Does/will the engine make use of OpenGL 3/4-features such as hardware tesselation? Would improve the graphics even more, of course depending on the quality of the used objects and textures. |
Autor: | Igroman [ Di Sep 21, 2010 18:08 ] |
Betreff des Beitrags: | Re: @INightEngine |
Ireyon hat geschrieben: The screenshots do already look good. And the "physics chain"-video impressed me, good work ![]() Technical question: Does/will the engine make use of OpenGL 3/4-features such as hardware tesselation? Would improve the graphics even more, of course depending on the quality of the used objects and textures. Yes, I use OGL 3.3. For version 4 you should update your PC. ![]() Now while it is important to make other functional graphics will still develop. Everything has its time and place. Hardware tesselation really want to try, I think in the future it will be implemented. I would really like to do it. ![]() Now, I'd like to do animation, it is very much to conceive in this area. I very much want to make easy (easy to use) and the correct blending of animation and with a good optimization. The main concept at the moment, so that all could work with everything. Ie no matter what the object, it can be secured in some way and interact with other objects of another type. So I am glad that you liked the chain. ![]() I think in the first game a lot will not be done, but in the future all that will not have time, I will definitely incomplete. I hope correctly written. |
Autor: | Igroman [ Di Sep 21, 2010 18:30 ] |
Betreff des Beitrags: | Re: @INightEngine |
Posted some information about the game itself. |
Autor: | Seth [ Mi Sep 22, 2010 13:44 ] |
Betreff des Beitrags: | Re: @INightEngine |
Igroman hat geschrieben: Thank you for your attention to the project. ![]() Seth hat geschrieben: The lighting engine could use more contours. It looks too smooth at the moment, but the editor and the live editing look very good already. Please tell us more, I do not quite understand. I have bad english. ![]() What I meant was that the face contours are not defined enough. Its hard to recognize the shape of the face, because everything looks so lit. It needs more contrast. It's maybe because self-shadowing isn't turned on on that screenshot ![]() |
Autor: | Igroman [ Mi Sep 22, 2010 16:16 ] |
Betreff des Beitrags: | Re: @INightEngine |
May be) It's development, is still in development so later I think I will correct it. ![]() |
Autor: | Flash [ Mo Dez 20, 2010 01:10 ] |
Betreff des Beitrags: | Re: @INightEngine |
The Video with the perspective distortion is nice. How have you done this? I was hoping for something like this for your shader collection. (see Shadersammlung). |
Autor: | Igroman [ Mo Dez 20, 2010 10:04 ] |
Betreff des Beitrags: | Re: @INightEngine |
Code like this: Code: vec4 pos = MatrixViewProjection * vec4(tmpVertex, 1); float pos_len = length(pos); pos /= pos_len; pos.w = pos.z + 1.0; pos.z = (pos_len - zNear) / (zFar - zNear); gl_Position = pos; tmpVertex = gl_Vertex Maybe it's not quite right, but it works. ![]() P.S.: With this method there are artifacts. |
Autor: | Igroman [ Mo Dez 20, 2010 11:49 ] |
Betreff des Beitrags: | Re: @INightEngine |
Details about the paraboloid can be read here. |
Autor: | Flash [ Fr Dez 24, 2010 14:42 ] |
Betreff des Beitrags: | Re: @INightEngine |
Cool thank you. How do you "handle" the artifacts? Or are they not tooo nasty |
Autor: | Igroman [ Fr Dez 24, 2010 18:42 ] |
Betreff des Beitrags: | Re: @INightEngine |
I don't use this method. ![]() In NVSDK was an example of the "fish-eye", there was a better method. But I could be wrong that it was in NV. Here, too, is a variant of this technology. |
Autor: | Bergmann89 [ Mi Jan 05, 2011 21:40 ] |
Betreff des Beitrags: | Re: @INightEngine |
Hey, i've take a look on your new post and i have a question. Are the vertex, created by the shader, in the same plane as the triangle that bordered them? It looks like this. And i think it's not the usual way to tesselate triangles. Maybe you can calculate the y-Value of the new vertex with the dFdx- and dFdy- or the interpolate-functions. So the Mesh becomes more smooth. greetings Bergmann |
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