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Re: What are you working on?
[Re: sivan]
#419358
03/09/13 13:42
03/09/13 13:42
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Joined: Jul 2005
Posts: 187
lostzac
Member
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Member
Joined: Jul 2005
Posts: 187
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My first shaders I have ever written with thanks to Heelx for pointing me in the right directions....Still working on them.. I am using a LambSkin fx for the skin with normal and gloss maps right now only takes in the two closest lights. The eyes use a simple specular map and the hair is based off the link I posted a while back (still working on proper coloring and specular) Overall pretty happy with how they are turning out for the first real dive into this.
John C Leutz II
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Re: What are you working on?
[Re: MasterQ32]
#419499
03/11/13 00:51
03/11/13 00:51
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Improved the rendering part with slins help (Now uses only the main camera, but with a clip_far value of 400000, also added distant fog). Imroved my ingame level editor with a commandline which allows faster spawning, moving and scaling models. Also added vehicle support to the multiplayer game base Also you can see a kind of performance measurement in the lower part of the screens. Red one is entity render time, blue one is function update time. Good to see update time peaks or periodic actions
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Re: What are you working on?
[Re: MasterQ32]
#419508
03/11/13 07:53
03/11/13 07:53
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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Also you can see a kind of performance measurement in the lower part of the screens. Red one is entity render time, blue one is function update time. Good to see update time peaks or periodic actions great idea, especially if saved into a file with some other relevant data, I will definitely implement something similar for myself... for the far view rendering you could somehow bake the very far entities like trees into the terrain texture. I don't know how, but I have this idea for a while maybe using it together with a heightmap. it could be useful for landscapes like this
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