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Re: What are you working on?
[Re: Kartoffel]
#447666
12/26/14 14:52
12/26/14 14:52
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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looks like stencil to me... but they're slow and buggy Exactly what I saw in my game xD Do you have any idea what shadows I could use? The game looks so naked without shadows
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#447667
12/26/14 15:37
12/26/14 15:37
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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well.. just some basic realtime shadowmapping but it's not going to be very fast.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#447669
12/26/14 16:17
12/26/14 16:17
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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@Ch40zzC0d3r, thanks! Here it is a combination of stencil shadows (which are somewhat slow but its not extremely bad cause most models are not that high poly) and those shadows for (WED) blocks for rocks/structures/vegatation. I personally don't find stencil shadows buggy by the way, maybe I am just lucky . In the video I am playing the game on a medicore laptop, so I am quite happy with the performance. I actually wanted to use the custom/shader shadowmapping but I can only get it working with new projects, not with this one. Those are faster with still ok quality but the basic one that comes with the gs3d install only works with outdoor scenes iirc. Than there is decal shadows which you can try for e.g. top-down games, but I am personally not really a fan of those.
Last edited by Reconnoiter; 12/26/14 16:18.
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Re: What are you working on?
[Re: Reconnoiter]
#447670
12/26/14 17:11
12/26/14 17:11
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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Thanks, I guess Im gonna use no shadows for now.. The GPU bones make it even harder to get good shadows. Even PSSM looks like .. uhm you know Flickers alot and yeah.. I could use LOD shadows but it does not work with my project at all.
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#447674
12/26/14 21:33
12/26/14 21:33
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Cool a grenade launcher . The network coding looks solid too. My network coding still lack (those future predictions are hard to get right << ). ps: maybe a dumb idea, but I saw you don't have many models in your map, just many blocks. Maybe could you set stencil shadows on but use low poly dummy models for player shadows.
Last edited by Reconnoiter; 12/26/14 21:36.
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Re: What are you working on?
[Re: Reconnoiter]
#447675
12/26/14 21:44
12/26/14 21:44
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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Cool a grenade launcher . The network coding looks solid too. My network coding still lack (those future predictions are hard to get right << ). ps: maybe a dumb idea, but I saw you don't have many models in your map, just many blocks. Maybe could you set stencil shadows on but use low poly dummy models for player shadows. Thanks I was using ANet and made some modifications to the dll to build in some features. The map was a testing map only, but the shadows even bug arround with my muzzle flash, invisible models and so on. Its not the map itself I tried it several times, also got other maps nowadays. I would pay for a fast and goodlooking shadow solution because GS doesnt offer me any Well, I coded this game with anti-cheating in mind, most things are serversided or controlled by the server. Also coded a small anticheat to prevent cheating on the client itself. I will post a download for it later in 2015 when Im done with school Hope to see some servers open then
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Re: What are you working on?
[Re: sivan]
#447774
01/04/15 14:45
01/04/15 14:45
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Joined: Apr 2002
Posts: 680 Germany
Turrican
User
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User
Joined: Apr 2002
Posts: 680
Germany
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Hey guys, here's a little update on Rigid Force Alpha. Since my last post I rewrote major parts of the game code and also did some redesign of gameplay systems. You can now charge your weapon's special function over three levels, depending on how many energy capsules you have collected (visualized by the horizontal bar in the lower screen center). Additionally, you can charge a combo bar by killing enemies. When maxed out, you can unleash a powerful smart bomb attack which instantly kills smaller enemies and bullets around your ship and inflicts heavy damage to larger opponents. This also triggers a combo mode for highscore players. Just two changes of many, but I don't want to bother you with too many details. Apart from that, both of our composers now finished their tasks which leaves us with a great soundtrack of roughly 40 minutes length. It's a well-balanced mixture of rock, orchestral and electronic elements. And kudos also to Kartoffel, who has built some nice models and also made several improvements to the rendering pipeline. Without that, the shots below would not look half as good. Speaking of those shots, I also worked on effects and level design/art which can be seen below - these are just some impressions from the Toxic Jungle stage, including the boss enemy, which I'm currently still working on. It's all wip, but don't let that keep you from giving us feedback. More stuff, news and updates as always via - IndieDB: www.indiedb.com/games/rigid-force-alpha- Twitter: www.twitter.com/com8com1- Youtube: www.youtube.com/channel/UCxoUxO4vIzEZLhvOQSDsxbQ (we should really post a new video soon...)
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