TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
Post Reply
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

Blog update on deferred lighting:

Deferred progress 1
http://liquidrockgames.blogspot.com/201 ... ess-1.html
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

Blog update on deferred lighting:

Deferred progress 2
http://liquidrockgames.blogspot.com/201 ... ess-2.html
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: Project Aftershock

Post by jacmoe »

We can embed videos now!
So make the image into a live video, please :)
[flash=width,height]URL[/flash]
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

hey thanks jacmoe ! didn't realize that

Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
MrD
Goblin
Posts: 292
Joined: Wed Oct 21, 2009 3:16 pm
Location: England
x 1

Re: Project Aftershock

Post by MrD »

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.
Insimnax Framework - A game framework for OGRE
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: Project Aftershock

Post by Kyle_Katarn »

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.
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

Real time fire and smoke test. Mostly an attempt to create nice looking smoke.

Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
spacegaier
OGRE Team Member
OGRE Team Member
Posts: 4304
Joined: Mon Feb 04, 2008 2:02 pm
Location: Germany
x 135
Contact:

Re: Project Aftershock

Post by spacegaier »

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).
Ogre Admin [Admin, Dev, PR, Finance, Wiki, etc.] | BasicOgreFramework | AdvancedOgreFramework
Don't know what to do in your spare time? Help the Ogre wiki grow! Or squash a bug...
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: Project Aftershock

Post by Kyle_Katarn »

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.
wraitii
Gnoblar
Posts: 20
Joined: Thu Mar 27, 2008 7:12 pm

Re: Project Aftershock

Post by wraitii »

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.
User avatar
Praetor
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3335
Joined: Tue Jun 21, 2005 8:26 pm
Location: Rochester, New York, US
x 3
Contact:

Re: Project Aftershock

Post by Praetor »

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
Sniper Binaire
Kobold
Posts: 34
Joined: Sun Oct 18, 2009 9:08 pm

Re: Project Aftershock

Post by Sniper Binaire »

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.
____________________________________
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

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.

Image

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: Project Aftershock

Post by Kyle_Katarn »

Looking good so far. Cant wait to see how this level turns out. I can't wait to be able to play this game =]
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

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 :twisted: Imagine it with lightning effects emitting from the device.....

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Re: Project Aftershock

Post by xadhoom »

Hehe, using (non shadow casting lights) with deferred shading seems to be fun :-)
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

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.
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Re: Project Aftershock

Post by xadhoom »

I´m always wondering how these typical engine promo videos show so much shadow casting lights without dropping framerate... :roll:

User avatar
Noman
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 714
Joined: Mon Jan 31, 2005 7:21 pm
Location: Israel
x 2
Contact:

Re: Project Aftershock

Post by Noman »

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...
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16
Contact:

Re: Project Aftershock

Post by yapdakilla »

Test ammopack powerup :D

Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Re: Project Aftershock

Post by xadhoom »

Great effect! :D
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
User avatar
MrD
Goblin
Posts: 292
Joined: Wed Oct 21, 2009 3:16 pm
Location: England
x 1

Re: Project Aftershock

Post by MrD »

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.
OGREYouTubeBroke.png
Insimnax Framework - A game framework for OGRE
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: Project Aftershock

Post by jacmoe »

Awesome! :D

MrD: YouTube is definitely not broken here. I see it just fine. :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
MrD
Goblin
Posts: 292
Joined: Wed Oct 21, 2009 3:16 pm
Location: England
x 1

Re: Project Aftershock

Post by MrD »

jacmoe wrote:MrD: YouTube is definitely not broken here. I see it just fine. :)
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.
Insimnax Framework - A game framework for OGRE
Post Reply