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Re: What are you working on? [Re: Sajeth] #403963
06/29/12 12:22
06/29/12 12:22
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
I'd change the rain effect on the camera, the tiling is way to obvious wink

Re: What are you working on? [Re: Rei_Ayanami] #403964
06/29/12 12:35
06/29/12 12:35
Joined: Apr 2008
Posts: 650
Sajeth Offline
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Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
Originally Posted By: Rei_Ayanami
I'd change the rain effect on the camera, the tiling is way to obvious wink

Yes, I'm currently experimenting with it. Thanks for the feedback! laugh


Teleschrott-Fan.
Re: What are you working on? [Re: Sajeth] #403971
06/29/12 16:59
06/29/12 16:59
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
@Sajeh: Very nice laugh . Nice graphics. What kind of project is this exactly?

Re: What are you working on? [Re: Rondidon] #404005
06/30/12 18:56
06/30/12 18:56
Joined: Apr 2008
Posts: 650
Sajeth Offline
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Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
It's an auto-therapeutic experiment, just a virtual little sanctuary for me. Maybe if I recover I'll make something bigger out of it laugh


Teleschrott-Fan.
Re: What are you working on? [Re: Sajeth] #404022
07/01/12 11:48
07/01/12 11:48
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Game making is HEAVY time consumming ...
I need some solution to make lot of different characters : NPC, ennemies on a same base shape (RPG Maker like style, little big planet etc ...)
AS FAST AS POSSIBLE laugh , i mean just changing texture, adding custom items and clothes , so i decided to make a generic base character for any game style using characters i would want to make.



I begun some basic texture color, my goal is to make fast customizable characters somewhat like MII characters of Nintendo or Avatars of Microsoft , even if i won't reach same quality frown


3D coat for 3D painting is really the must (paint lines and width, paint splines , paint with brushes like "make clear", "make darker" etc ... )

And Blender just rocks !


Does anyone know if there is some rim shader for 3DGS ?
like this one ?
mario galaxy
perhaps 3DGS toon shader will do the job well on on some diffuse detailled texture ?

Last edited by ratchet; 07/01/12 13:35.
Re: What are you working on? [Re: ratchet] #404067
07/02/12 06:19
07/02/12 06:19
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
ackphysX3 - PhysX3.0.2 plugin for 3DGS (A7/A8)
Feature completion : 80%
Current:
  • Rigid bodies
  • Character controllers
  • Joints
  • Forces
  • Scene queries (rayCast[any/single/multiple], sweep[any/single/multiple], overlap[any/multiple], rigid bodies linear sweep)

Remaining :
  • Joint customization (setparams)
  • Vehicles
  • Cloth
  • Particles/Fluid
  • Documentation/Examples


Planned:
  • Debug renderer
  • ...


ackphysX3 stress test (adapted from physXtest.c sample)
Code:
//////////////////////////////////////////////////////
// PhysX stress test
// (c) jcl / oP group 2010
//////////////////////////////////////////////////////
#include <default.c>
#include <ackphysX3.h>

// convert entity to a PhysX actor
function actor(type)
{
	set(my,LIGHT|CAST);
	if (num_entities < 250) set(my,SHADOW); 
// set random size
	vec_fill(my.scale_x,0.6+random(0.4));
// activate physics	
	pX3ent_settype(my,PH_RIGID,type);
	pX3ent_setmaterial(my, vector(60, 40, 90), NULL);
	//pX3ent_setelasticity(my,90);
// set random initial speed	
	pX3ent_addvelcentral(my,vector(1-random(2),1-random(2),0));
// remove entity when fallen over the edge of the ground plate
	while(1) {
		if (my.z < 0) { 
			ent_remove(me);
			return; 
		}
		wait(1);
	}
}

function ball()
{
	my.material = mat_metal;
	vec_set(my.blue,vector(0,random(100),150+random(100)));
	actor(PH_SPHERE);
}

function cube()
{
	vec_set(my.blue,vector(150+random(100),random(100),0));
	actor(PH_BOX);
	pX3ent_setfriction(my,0); // ice cube
}

function main()
{
	shadow_stencil = 1;
	d3d_antialias = 4;
	max_entities = 3000;
	physX3_open();
	level_load(""); // load empty level
	vec_set(camera.x,vector(-180,0,30));

// create ground plate
	ENTITY* ground = ent_create(CUBE_MDL,vector(0,0,0),NULL);
	vec_set(ground.scale_x,vector(20,20,1));
	pX3ent_settype(ground,PH_STATIC,PH_BOX); 
	pX3ent_setfriction(ground,10);
	
// endlessly create entities	
	while(1){
		ent_create(SPHERE_MDL,vector(random(20),random(20),150),ball);
		if (random(100) > 70) ent_create(CUBE_MDL,vector(random(20),random(20),170),cube);
		wait(-0.05);
	}
}




Scene query test
Code:
#include <acknex.h>
#include <default.c>
#include <ackphysX3.h>

// Variables

// Headers
void test_physX3();

// Acknex PhysX3 Character Controller test
void main()
{
	test_physX3();    
}

// Scenequery test
void test_physX3()
{
	video_window(NULL, NULL, 0, "PhysX3 CCT Test");
   fps_max = 60;
   // Shadow Stencil
   shadow_stencil = 4;
   d3d_antialias = 1;
   
   // Create level
   level_load(NULL);

   // Position camera
   vec_set(camera->x, vector(-252, 0, 130));
   camera->tilt = -20;

   // Create ground
   ENTITY *ground = ent_create("CUBE.MDL", nullvector, NULL);   
   vec_set(ground->scale_x, vector(20, 20, 1));
   c_setminmax(ground);
   
   // Create entities
   ENTITY *block1 = ent_create("CUBE.MDL", vector(50, 0, 50), NULL);
   vec_set(block1->scale_x, vector(2, 2, 2));
   set(block1, SHADOW | LIGHT);
   
   
   ENTITY *block2 = ent_create("CUBE.MDL", vector(50, 50, 50), NULL);
   vec_set(block2->scale_x, vector(2, 2, 2));
   set(block2, SHADOW | LIGHT);
   
   ENTITY *block3 = ent_create("CUBE.MDL", vector(-50, -50, 60), NULL);
   vec_set(block3->scale_x, vector(2, 2, 2));
   set(block3, SHADOW | LIGHT);
   
   // Create sphere
   ENTITY *sphere = ent_create("SPHERE.MDL", vector(0, -50, 50), NULL);
   vec_set(sphere->scale_x, vector(5, 5, 5));
   c_setminmax(sphere);
   set(sphere, SHADOW | TRANSLUCENT);
   sphere->alpha = 5;
   
   // Create capsule
   ENTITY *capsule = ent_create("CUBE.MDL", vector(50, 50, 50), NULL);
   vec_set(capsule->scale_x, vector(5, 5, 5));
   c_setminmax(capsule);
   set(capsule, SHADOW | TRANSLUCENT);
   capsule->alpha = 5;
   
   // Set gravity
   pX3_setgravity(vector(0, 0, -9.81));
   
   // Open physX
   physX3_open();
   
   // Create actors
   pX3ent_settype(ground, PH_STATIC, PH_BOX);
   pX3ent_settype(block1, PH_RIGID, PH_CAPSULE);
   pX3ent_settype(block2, PH_STATIC, PH_BOX);
   pX3ent_settype(block3, PH_RIGID, PH_BOX);
   
   // Spherecheck test
   var scaResult = pX3_spherecheckany(sphere->x, sphere->max_x, 0, 0, NULL);
   if (scaResult)
   {
   	//printf ("%d", (int)scaResult);
   	set(you, TRANSLUCENT);
   }
   
   // Capsulecheck test
   VECTOR start, end;
   vec_set(start, capsule->x); vec_sub(start, vector(0, 0, capsule->max_z));
   vec_set(end, capsule->x); vec_add(end, vector(0, 0, capsule->max_z));
   var ccaResult = pX3_capsulecheckany(start, end, capsule->max_x, 0, 0, NULL);
   if (ccaResult)
   {
   	//printf ("%d", (int)ccaResult);
   	set(you, TRANSLUCENT);
   }
   
   #define nbContacts 5
   CONTACT scmContacts[nbContacts];
   CONTACT ccmContacts[nbContacts];
   
   // SphereCheckMultiple test
   var scmResult = pX3_spherecheckmultiple(sphere->x, sphere->max_x, 0, 0, scmContacts, nbContacts);
   if (scmResult)
   {
   	//printf("%d", (int)scmResult);
   	var i = 0;
   	for (i = 0; i < scmResult; i++)
   	{
   		set(scmContacts[i].entity, TRANSLUCENT);	
   	}
   }
   
   // CapsuleCheckMultiple test
   var ccmResult = pX3_capsulecheckmultiple(start, end, capsule->max_x, 0, 0, ccmContacts, nbContacts);
   if (ccmResult)
   {
   	//printf("%d", (int)ccmResult);
   	var i = 0;
   	for (i = 0; i < ccmResult; i++)
   	{
   		set(ccmContacts[i].entity, TRANSLUCENT);	
   	}
   }
   
   // App main loop
   while(1)
   {
   	// Sphere check multiple
   	var i = 0;
   	for (i = 0; i < scmResult; i++)
   	{
   		draw_point3d(scmContacts[i].x, vector(255, 255, 0), 100, 4);
   	}
   	
   	// capsule check multiple
   	var i = 0;
   	for (i = 0; i < ccmResult; i++)
   	{
   		draw_point3d(ccmContacts[i].x, vector(255, 0, 255), 100, 4);
   	}
   	
   	wait(1);
   }  
}




Re: What are you working on? [Re: 3dgs_snake] #404068
07/02/12 06:35
07/02/12 06:35
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
@3dgs_snake: Can you register more than one joint between entities? Do you support all joints?

Re: What are you working on? [Re: HeelX] #404069
07/02/12 06:52
07/02/12 06:52
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
Hi,

I found that with the actual physX plugin it is dificult/impossible to attach multiple joints, so i took it differently and return an internal joint id instead of the joint pointer. It is then possible to remove/add/configure multiple joints (a function can be implemented to return the joint pointer if really needed). Actually, I implemented all joints found on the physX SDK (Fixed (PH_FIXED//added), Spherical(PH_BALL), Revolute(PH_HINGE), Prismatic(PH_SLIDE, PH_PRISMA), Distance(PH_ROPE) and D6(PH_6DJOINT)).

I tried to name functions like those of the actual plugin (added 3 after the X), so, except vehicles (I'm still thinking about a simple way to implement it for GS) it is more or less compatible with the actual plugin.

PS : I'll implement joint configurations before working on vehicles.

Best regards.

Re: What are you working on? [Re: 3dgs_snake] #404075
07/02/12 08:20
07/02/12 08:20
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
3dgs_snake@ great to hear! laugh what about destructions?


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #404137
07/03/12 08:24
07/03/12 08:24
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I'm currently working on post processing shaders, especially for HDRR.

I just changed the technique of combining the original scene with the bloom image.


The result looks much better:


Left: Old, too much overexposure at bright areas
Middle: Original scene
Right: New

click for full size


EDIT: This screenshot shows the difference much better
Click to reveal..


click for full size



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