TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
- yapdakilla
- Goblin
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Re: Project Aftershock
Blog update on deferred lighting:
Deferred progress 1
http://liquidrockgames.blogspot.com/201 ... ess-1.html
Deferred progress 1
http://liquidrockgames.blogspot.com/201 ... ess-1.html
http://TrackVerse.net
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- yapdakilla
- Goblin
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Re: Project Aftershock
Blog update on deferred lighting:
Deferred progress 2
http://liquidrockgames.blogspot.com/201 ... ess-2.html
Deferred progress 2
http://liquidrockgames.blogspot.com/201 ... ess-2.html
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
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Re: Project Aftershock
Early drain water test effect for industrial level theme:
Update on our semi-deferred rendering progress.
http://liquidrockgames.blogspot.com/201 ... ess-1.html
http://liquidrockgames.blogspot.com/201 ... ess-2.html
http://liquidrockgames.blogspot.com/201 ... ess-3.html
http://liquidrockgames.blogspot.com/201 ... ess-4.html
http://liquidrockgames.blogspot.com/201 ... ess-5.html
http://liquidrockgames.blogspot.com/201 ... ess-6.html
Update on our semi-deferred rendering progress.
http://liquidrockgames.blogspot.com/201 ... ess-1.html
http://liquidrockgames.blogspot.com/201 ... ess-2.html
http://liquidrockgames.blogspot.com/201 ... ess-3.html
http://liquidrockgames.blogspot.com/201 ... ess-4.html
http://liquidrockgames.blogspot.com/201 ... ess-5.html
http://liquidrockgames.blogspot.com/201 ... ess-6.html
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- jacmoe
- OGRE Retired Moderator
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Re: Project Aftershock
We can embed videos now!
So make the image into a live video, please
So make the image into a live video, please
[flash=width,height]URL[/flash]
/* Less noise. More signal. */
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- yapdakilla
- Goblin
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Re: Project Aftershock
hey thanks jacmoe ! didn't realize that
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- MrD
- Goblin
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Re: Project Aftershock
I've been watching this thread for a while, but have never commented. I've gotta say this game looks really good, as a fan of Wipeout games (particularly Wipeout HD), this has really caught my interest (please say you can play it with a game pad ).
Also, your links for deferred rendering 3, 4, 5, and 6 are broken.
Also, your links for deferred rendering 3, 4, 5, and 6 are broken.
Insimnax Framework - A game framework for OGRE
- Kyle_Katarn
- Halfling
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Re: Project Aftershock
Great work, although if this topic proves anything, it's that we can always expect such quality from you guys at all times, and you guys deliver beautifully.
- yapdakilla
- Goblin
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Re: Project Aftershock
Real time fire and smoke test. Mostly an attempt to create nice looking smoke.
http://TrackVerse.net
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Liquid Rock Games Sdn. Bhd.
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- spacegaier
- OGRE Team Member
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Re: Project Aftershock
The smoke is somehow popping out of the fire which looks a bit strange. And it is almost too dense in my eyes, but that dependes on which materials are in the fire of course).
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- Kyle_Katarn
- Halfling
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Re: Project Aftershock
The smoke itself looks great. But I agree with spacegaier, the smoke appears to just pop out of the fire, and out of the ground for that matter, it looks slightly unrealistic. Although I imagine it would be very hard to get right.
Keep it up
Edit
If I may make a suggestion, try to make the birth size smaller, so it doesn't look disproportionate to the size of the fire.
Keep it up
Edit
If I may make a suggestion, try to make the birth size smaller, so it doesn't look disproportionate to the size of the fire.
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- Gnoblar
- Posts: 20
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Re: Project Aftershock
Adding some randomness in the particle direction ( simulating wind blows ) could be a huge improvement depending on where the smoke is supposed to be ( outdoor/indoor ), as it makes you focus on the realistic move and details more than on raw smoke quality.
I agree with the spawning problem. Feels weird.
I agree with the spawning problem. Feels weird.
- Praetor
- OGRE Retired Team Member
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Re: Project Aftershock
You should be able to use a color interpolator to quickly fade the smoke in so that it alleviates the popping. The fire is pretty good. I like the smoke quality itself. Really good texture work.
Game Development, Engine Development, Porting
http://www.darkwindmedia.com
http://www.darkwindmedia.com
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- Kobold
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Re: Project Aftershock
I think that the smoke is too large at the begining, and if you make it pop a the top of the flames, you might have a better result
____________________________________
Please excuse my poor and incorrect English, as I still learn it at school.
____________________________________
Please excuse my poor and incorrect English, as I still learn it at school.
____________________________________
- yapdakilla
- Goblin
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Re: Project Aftershock
The smoke particles popping in and out is definitely obvious. Will need to fix that. Also animated fire footage will definitely look much better than fire with shader effects.
Just thought I'd post some small prop updates on the next track level which features an industrial powerplant-nuclear feel to it which will be rearranged later. Decided to go on smaller building blocks for the buildings as it'll allow me to scale the size of the level easily. The track is meant to be surrounded by industrial like complexes. So expect lotsa labyrinthine tube like old machinery for the level.
Just thought I'd post some small prop updates on the next track level which features an industrial powerplant-nuclear feel to it which will be rearranged later. Decided to go on smaller building blocks for the buildings as it'll allow me to scale the size of the level easily. The track is meant to be surrounded by industrial like complexes. So expect lotsa labyrinthine tube like old machinery for the level.
http://TrackVerse.net
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http://www.liquidrockgames.com
- Kyle_Katarn
- Halfling
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Re: Project Aftershock
Looking good so far. Cant wait to see how this level turns out. I can't wait to be able to play this game =]
- yapdakilla
- Goblin
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Re: Project Aftershock
I could not resist playing with our new semi-deferred renderer and decided to add play around with more real time lights in our editor Imagine it with lightning effects emitting from the device.....
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- xadhoom
- Minaton
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Re: Project Aftershock
Hehe, using (non shadow casting lights) with deferred shading seems to be fun
- yapdakilla
- Goblin
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Re: Project Aftershock
Yeah xadhoom, unfortunately shadow is still a heavy issue to contend with which makes it impossible to have unlimited lights with each casting their own shadows.
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- xadhoom
- Minaton
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Re: Project Aftershock
I´m always wondering how these typical engine promo videos show so much shadow casting lights without dropping framerate...
- Noman
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Re: Project Aftershock
The point lights in that particular scene affect very little objects (on a point light basis). That means, that if properly managed, filling a point light's shadow volume requires just 3-4 batches - use a far clip plane according to the attenuation range, and cull (before sending to GPU) based on that. I think Ogre's default scene manager even does that.
I would like to see the same demonstration in an indoor environment, when even a 2-3 meter attenuation range means you're affecting a double digit amount of objects.
Some other cool tricks they might do -
- Choose the resolution of the shadow texture based on the forecasted pixel count of the light
- If they don't mind being VRAM-heavy, you might even consider giving each light its own shadow texture and not updating it each frame for the static scene.
Thats a cool demo, but certainly not impossible...
I would like to see the same demonstration in an indoor environment, when even a 2-3 meter attenuation range means you're affecting a double digit amount of objects.
Some other cool tricks they might do -
- Choose the resolution of the shadow texture based on the forecasted pixel count of the light
- If they don't mind being VRAM-heavy, you might even consider giving each light its own shadow texture and not updating it each frame for the static scene.
Thats a cool demo, but certainly not impossible...
- yapdakilla
- Goblin
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Re: Project Aftershock
Test ammopack powerup
http://TrackVerse.net
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- xadhoom
- Minaton
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Re: Project Aftershock
Great effect!
How about introducing some movement like hovering up and down a bit or rotating...
About the shadows:
Yeah, you might be right. The tricks sound reasonable and ofcourse these work only in particular conditions. For fully flexible shadows we probably need to wait for some raytracing capabilites
xad
How about introducing some movement like hovering up and down a bit or rotating...
About the shadows:
Yeah, you might be right. The tricks sound reasonable and ofcourse these work only in particular conditions. For fully flexible shadows we probably need to wait for some raytracing capabilites
xad
- MrD
- Goblin
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Re: Project Aftershock
Looks good, I agree about the suggestion to add some rotation, maybe even some slight 'bouncing'.
Why is YouTube so broken on this site? This happens on all my PCs running both Windows and Linux using Firefox.
Why is YouTube so broken on this site? This happens on all my PCs running both Windows and Linux using Firefox.
Insimnax Framework - A game framework for OGRE
- jacmoe
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Re: Project Aftershock
Awesome!
MrD: YouTube is definitely not broken here. I see it just fine.
MrD: YouTube is definitely not broken here. I see it just fine.
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- MrD
- Goblin
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Re: Project Aftershock
It only seems to happen when a post with an embedded YouTube video is the last post in a thread (and you have to scroll to see it), and you view the thread by clicking the little orange "view first unread message" icon next to the thread title. Happens to me all the time under those circumstances and I have to refresh the page to fix it.jacmoe wrote:MrD: YouTube is definitely not broken here. I see it just fine.
Insimnax Framework - A game framework for OGRE