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Re: Shader Whining... [Re: Orange Brat] #39786
01/20/05 02:32
01/20/05 02:32
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
Quote:

@Red: If you want to see how badly full blown shaders can crawl a system then check out the newest Thief game. Of course, there's always Doom 3 but Thief 3 has shaders everywhere, too and it's plain ridiculous at times.




What are you talking about here.. most games now have "shaders everywhere". If you dont have a good card then don't buy these games. I dont think games fail because they are forward looking and embrace new technologies. Thief 3 runs perfect for me and my computer is like 2 years old, except for my video card. Doom 3 runs great as well. So does far cry. Strangely halflife2 doesn't run any better and it has mostly cheap shaders that dont do what those other games do. If you want point-and-click games use *Jamagic*.

Re: Shader Whining... [Re: Red Ocktober] #39787
01/20/05 02:40
01/20/05 02:40
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:


... i'm using a matrix based water entity that is running lil sinusoidal loop code to undulate the water surface... do you think that another approach might be faster... better... overall when used with the water shader?
also... how are you dealing with shadows?





I dont know for sure what are doing, but i am using a modified version of steempipe's water shader, which is quite simple :
float cos_x=(cos(vecSkill41)*0.1);
float sin_y = (sin(vecSkill41)*0.1);
Out.Bump.xy = ((float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2);

and vecskill 41 is incremenrted in the script like so:
Code:
while(1)
{

my.skill41=float(ShaderCount);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);

ShaderCount += 0.001;

wait(1);
}



Then all you need to do is adjust your scaling based on how big your water plane entity is.

As far as shadows go.. I dont have any shadows right now. I plan on eventually trying to implement some kind of Projective shadowing using the Zeraphine Dll if it ever comes out. I would like to see this technique built into the engine though. Or i could also use stencil shadows but they are a pain.

Re: Shader Whining... [Re: Matt_Aufderheide] #39788
01/20/05 07:55
01/20/05 07:55
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline OP
Developer
Red Ocktober  Offline OP
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
ok... i got the fog in place and working in the shader code. your info and code block gave me the insight to make the proper changes... this is better...

BIG TIME THANK YOU for taking the time to explain this...


as for the water... i looked at the shader code... what i am doing is actually modifying the position of the vertices with some code i pilfered from an old AUM issue in addition to the shader effects... this way i get an uneven surface of water against a hull of a ship ... see code on page 2 of this thread and i think a short video there too --> moving water and shader

still got a lot more to look at... but things look a lil more manageable...

see... sometimes whining is a good thing

--Mike

Re: Shader Whining... [Re: Red Ocktober] #39789
01/20/05 09:57
01/20/05 09:57
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Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Oh i see.. yes i know what you mean.. actually moving the vertices.. i have found that's not really a good idea with large areas of water.. i think the environmental bump does a better job...but i you have to have real waves i guess its the only way, however i think maybe this could also be done in a vertex shader to speed it up.

Re: Shader Whining... [Re: Matt_Aufderheide] #39790
01/20/05 13:53
01/20/05 13:53
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
In an old thread Steempipe released a demo demonstrating a terrain mesh moving extremely realistically(with a shader)! Perhaps he'll release the code for that one day, i'd really like to try it out.
Your right about Half-Life 2 it didnt have any shaders that were intresting other than the water. Doom3 and Theif 3 were technical achievments in the terms of shaders but I stopped playing both of them after a few hours since the art direction and gameplay became boring. If only they mixed a little more than a grey/brown pallete of colors in with those shaders. My opinion btw - many people I know really enjoyed those 2 games art styles.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Shader Whining... [Re: William] #39791
01/20/05 13:56
01/20/05 13:56
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
I loved the Thief 3 gameplay. I didnt like Halflife2 though. Doom 3 is kinda just shoot monstar, run, shoot monstar..

Re: Shader Whining... [Re: Matt_Aufderheide] #39792
01/20/05 14:13
01/20/05 14:13
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Heh, your right - Doom3 is well.... Doom with great graphics. I loved the first 2 theif games, but the 3rd one fell short. The biggest reason I felt was the city in-between missions. I really didnt like having to go around the city to get to missions dodging the same old gaurds over and over again. Also, the whole city looked very similar and I found it hard to remember locations. I wish they would have made it more like Theif 1/2 where you didnt have to run over to the merchant shop everytime you wanted to buy something and it progressed directly from mission to mission with cutscenes. The shadows sure were nice though and 3rd person mode added alot to it.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Shader Whining... [Re: William] #39793
01/20/05 15:30
01/20/05 15:30
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
Funny.. i liked exactly what you didn't.

Re: Shader Whining... [Re: Matt_Aufderheide] #39794
01/22/05 17:20
01/22/05 17:20
Joined: Aug 2003
Posts: 575
Venezuela
Firestorm Offline
Developer
Firestorm  Offline
Developer

Joined: Aug 2003
Posts: 575
Venezuela
Quote:

If you want point-and-click games use *Jamagic*.




Are you playing dumb or are you really this obtuse?

Re: Shader Whining... [Re: Firestorm] #39795
01/22/05 17:57
01/22/05 17:57
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Why is that obtuse.. whats why use an engine like A6 to make point and click games

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