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Re: What are you working on? [Re: Kartoffel] #471723
03/16/18 12:48
03/16/18 12:48
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
@Kartoffel
Did you use the tangent in order to solve the map coordinates (x=pan, y=tilt)?

Re: What are you working on? [Re: txesmi] #471729
03/16/18 19:42
03/16/18 19:42
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Originally Posted By: txesmi
@Kartoffel
Did you use the tangent in order to solve the map coordinates (x=pan, y=tilt)?

Well the rendering is 'fake' 3d. The planet is rendered in a 2d post-process shader by using an equirectangular projection which maps the planet texture to a sphere in screen space. I think I'm using the generated normal of the "sphere" (it's not a 3d sphere but just some screen space math). The rotation of the different layers (planet, clouds) is done by simply adding an x offset to the coordinates. The other UI elements were drawn on top of it. It's all done in "processing" (that java library/ide thing), although the main aspect of it (planet, stars, lighting) is just a big glsl shader.

The assignment was to make some kind of "artistic" visualization of time. I just went for a dynamic planet (because it's rather easy to get something that looks good, haha) with a stylized clock around it. Here's a screenshot:



There's also some slight, fancy animations. But I didn't feel like recording a video.
( Also ignore that the day of the week is wrong grin )

edit: I think this is a good example implementation of the equirect. texture -> sphere algorithm
https://www.shadertoy.com/view/MlfSz7

Last edited by Kartoffel; 03/16/18 22:50.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #471733
03/17/18 11:27
03/17/18 11:27
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
@Kartoffel
thank you!

Re: What are you working on? [Re: txesmi] #471800
03/19/18 21:45
03/19/18 21:45
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
YOUTUBE VIDEO!

Lots of new stuff added! Commentary video coming soon!

1. Translucency/Glass/Refraction!: using a second view, I am able to use this view as a transparency view for shaders! In the shader, I can distort the scene based on RGB values, on top of the normal map! I can also do frosted glass by sampling the scene multiple times in the shader using a poisson lookup! Objects that have flag1 will be rendered in the transparency view, but they will have only their backfaces drawn. This will allow you to have glass objects that you can see inside of!

2. Ocean shader: using the above refraction, I am able to make an ocean/water shader, that moves vertexes up and down, with 2 normal maps overlapping each other. It has normal mapping, specular, cubic environment mapping, soft edges (from the soft particle shader from the wiki), and it has a foam shader! I can specify where I want the foam based on the G channel of the one of the entskins! The ocean can also receive realtime shadows!

3. The intersection shader: seeing sample code online, I was able to make an intersection shader, for things like shields and stuff. Using the depth camera view and transparent objects, the shield can light up objects that are intersecting the shield!

4. Dynamic Lights!: nothing too special, just copied and pasted code from the wiki into my shaders, and with some fudging, I got it to work!


the end! laugh

Re: What are you working on? [Re: jumpman] #471887
03/22/18 20:38
03/22/18 20:38
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Hey!

16x16 map:


I've done creating a tile based level from .png image (my editor became useless, since you can simply draw stuff in Gimp or such). After creation I merge all tiles into one model (on the picture you can see 3 entities created, one for collision models, one for visual darker faces and the last one for bright faces (fake shadow/light from sun)). So far I do have problems with setting different skins, for merged models (I could only set U, V - in MED, so I need to have separate model for each texture.. that's kind a odd and I don't want to create everything dynamically). Thanks to MasterQ32 and TUST in general (to all contributors as well!). Next thing to add is pathfinding.

Greets!


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: ratchet] #472142
04/10/18 22:59
04/10/18 22:59
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
These shots are a part of my RPG Creation Toolkit aka Yume RPG Toolkit.



First screenshot is about the Environment Editor, which includes a tile based map editor, a terraineditor, entity- and eventeditor.
Flexibility is keyfactor number one. So it's possible to import and use very own resources. I've also created a Map Format, which will be saved within no time by clicking on the disk button.


Second screenshot presents HOG, which creates the environmental atmosphere. Sun effects, Fireflies, Glowing Dust and much more can be add to a created map within some clicks. Of course those effects can be used dynamically for every created map.


Third screenshot is part of the Quantum Director. With this little tool it's possible to create "Particle Objects" aka Quantum Objects - in order to improve the atmosphere of the created game a quantum more. wink


The fourth screenshot is a ingame screenshot of what happens if somebody uses the named tools.

All these tools reached usable and stable state.

There are some more tools of my toolkit I didn't mentioned. Maybe I'll reopen my old thread if somebody is interested.


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #472438
04/27/18 15:22
04/27/18 15:22
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
working in a befunge-93 editor/interpreter in liteC grin



Re: What are you working on? [Re: txesmi] #472495
04/30/18 20:11
04/30/18 20:11
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Working on my Project.

Last hours invested into a limb - System. Head, arms + lower arms, lower and upper legs and the hands can be cut away. All done via VMASK stuff.


And all without a single WHILE thanks to 3run wink
Iam really happy with the results so far ( and the framerate ).

When u hit the parts they become more and more bloody until they break away.

edit: thanks to all guys helping on the Forum.

Last edited by rayp; 04/30/18 21:14.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #472505
05/02/18 00:06
05/02/18 00:06
Joined: Mar 2014
Posts: 359
CocaCola Offline
Senior Member
CocaCola  Offline
Senior Member

Joined: Mar 2014
Posts: 359

my level editor have new features:
save, load and open object files

and i can run with a extra main.c script my level

old features were move scale and rotat objects wink

so i was working of one of my 14 games "NinjaCat2" and made these landscape with a skycube from google

Re: What are you working on? [Re: CocaCola] #472578
05/05/18 21:55
05/05/18 21:55
Joined: Mar 2014
Posts: 359
CocaCola Offline
Senior Member
CocaCola  Offline
Senior Member

Joined: Mar 2014
Posts: 359
I have added the paint function and a console window.
Click to reveal..
Code:
function manipulate()
{
	VECTOR temp;
	var nowpaint_x[900];
	var nowpaint_y[900];
	var j,i=0,k,m;
	while(1){
		if(mouse_moving == 1&&mouse_left ){
			if(i<=899){
				nowpaint_x[i]=mouse_pos.x;
				nowpaint_y[i]=mouse_pos.y;	
				
				i++;
			}
			//wait(1); //line is faster, slimer, longer and have more draws in ticks
		}
		k=i-1;
		m=0;
		draw_line(vector(nowpaint_x[0],nowpaint_y[0],0),vector(0,255,255),0);
		for(j=1;j<=k;j++){
			draw_line(vector(nowpaint_x[j],nowpaint_y[j],0),vector(0,255,255),100);	
		}
		draw_line(vector(nowpaint_x[j],nowpaint_y[j],0),NULL,0);
		wait(1);	
	}
}





konsole Window starts with a AsCII A8 logo and comment my key's

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