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Re: What are you working on?
[Re: ratchet]
#387154
11/14/11 23:48
11/14/11 23:48
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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I like the style, well done! But a few more highlights on the screws would fit better, I'd say.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: lostclimate]
#387230
11/15/11 22:47
11/15/11 22:47
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Thanks ! Yes they are blurry less detailled. Perhaps i'll target Tale Of Visperia game textures style on levels ! Another stylish wood texture !
Last edited by ratchet; 11/15/11 22:53.
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Re: What are you working on?
[Re: ratchet]
#387240
11/16/11 02:24
11/16/11 02:24
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Improved my dynamic (2d) shadow effect: In particular, I've transformed the previous experiment into a useable system that supports more than one corner (now almost unlimited) and objects such as the small blocks in the screenshot. The shadow (and the system) is far from perfect, but it should work fine for my sidescroller. On the downside, I did not manage to make it a shader model 2.0 effect like the rest of my game's shaders. As this is supposed to be a gameplay element in 2-3 levels, this alienates 10% of possible gamers (according to a recent Hardware Survey by Steam).
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: Superku]
#387258
11/16/11 10:35
11/16/11 10:35
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Joined: Mar 2006
Posts: 2,252
Hummel
Expert
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Expert
Joined: Mar 2006
Posts: 2,252
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Very nice Superku. How many intructions are you over the ps 2.0 limit? @Ratched: Really good work.
Last edited by Hummel; 11/16/11 10:36.
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Re: What are you working on?
[Re: Superku]
#387293
11/16/11 20:07
11/16/11 20:07
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Joined: Mar 2006
Posts: 2,252
Hummel
Expert
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Expert
Joined: Mar 2006
Posts: 2,252
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Hm..donīt know, but you could encode your constants in a bitmap to work around this limitation. But that would mean an increase in shader instructions since you have to decode the information from the map in the shader... An other possibility would be to send in only the necessary block positions for a certain area if you donīt do so already.
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Re: What are you working on?
[Re: Hummel]
#387297
11/16/11 21:56
11/16/11 21:56
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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An other possibility would be to send in only the necessary block positions for a certain area if you donīt do so already. Yes, that's what I do. I have up to 100 corners and 100 blocks/ objects and one loop that checks which corners are in the lightrange (with some optimizations including regions to disable shadows in close-by corridors). Then up to 10 active corners and 10 blocks are sent to the shader.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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