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olympia engine map editor gets shadow processing
 
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syn9
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Joined: 31 Aug 2002
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PostPosted: Wed Jan 14, 2004 11:13 am    Post subject: olympia engine map editor gets shadow processing [quote]

well, kinda, its basic, but im working on it >)

http://syn9.rpgdx.net/screens/shot_5.gif
http://syn9.rpgdx.net/screens/shot_6.gif

the engine and map editor are both gpl, and we're working on allowing anyone to use their bsaecode for their rpgs if they wish. for the lighting, basically, you map out a scene, hit G, and it'll go through every light in the scene and render the shadows it casts. then the shadow information is stored on the texture for that poly


Last edited by syn9 on Thu Jan 15, 2004 6:14 pm; edited 1 time in total
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valderman
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PostPosted: Wed Jan 14, 2004 3:16 pm    Post subject: [quote]

Aww...I was hoping for real-time shadows... I guess that isn't very feasible in software. That's one great piece of work you have there. Screenies look really nice.
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Sirocco
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PostPosted: Wed Jan 14, 2004 3:44 pm    Post subject: [quote]

Nice optimization. I take it those polygons can be blended, no? It'd be nice to see some softer shadows in the test screen :)
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syn9
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PostPosted: Wed Jan 14, 2004 5:51 pm    Post subject: [quote]

thanks, heres a new shot, colored light, with soft shadows

http://syn9.rpgdx.net/screens/shot_7.gif


Last edited by syn9 on Thu Jan 15, 2004 6:14 pm; edited 1 time in total
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Ninkazu
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Joined: 08 Aug 2002
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PostPosted: Wed Jan 14, 2004 9:25 pm    Post subject: [quote]

Valderman wrote:
Aww...I was hoping for real-time shadows... I guess that isn't very feasible in software.

*cough* Tricks of the 3D Game Programmer Gurus *cough*
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syn9
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PostPosted: Wed Jan 14, 2004 11:24 pm    Post subject: [quote]

sirrocco:: actually, the shadows arnt polies, every single pixel on every texture on each poly is by default black, and anything that the light can see within all (360,360,360) angles is light, then it depends on the normal of the plane multiplied by cos(1.57 * distance from the light / light strength)
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Sirocco
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PostPosted: Thu Jan 15, 2004 12:52 am    Post subject: [quote]

Gotcha. That's a decent way of approaching the problem. Keep it up!

.
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syn9
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PostPosted: Thu Jan 15, 2004 2:44 am    Post subject: [quote]

ok, heres the real juice, i think ive ironed out everything finally, this pic took ~30 seconds to generate the lighting with it set to the lowest detail, highest detail takes ~5 minutes to render per light

http://syn9.rpgdx.net/screens/shot_8.jpg

now, its time to program in a save feature! >D


Last edited by syn9 on Fri Jan 16, 2004 9:25 am; edited 1 time in total
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Sirocco
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PostPosted: Thu Jan 15, 2004 12:38 pm    Post subject: [quote]

Niiiiiiice lighting... after rendering, is the output a static image, or a 3D scene that can be rotated? From the wording of your message it would seem to be a static image... which is still very cool :)

.
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syn9
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PostPosted: Thu Jan 15, 2004 12:45 pm    Post subject: [quote]

its a full 3d scene, all the lighting rendering does is generate the textures for each polygon
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DrunkenCoder
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Joined: 29 May 2002
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PostPosted: Thu Jan 15, 2004 1:40 pm    Post subject: [quote]

Basicly this sounds like shadowmaps.
Nice work anyhow :) any chances of volumetric shadows in the engine?
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Sirocco
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PostPosted: Thu Jan 15, 2004 6:02 pm    Post subject: [quote]

Okay, I see now. Excellent :)

That's a pretty nifty approach, but have you worked out how to shade sprites to match the environment (with the shadows)?

Sorry to keep asking dumb questions, but you work fascinates me... I've always been a big fan of software rendering for some weird reason.

.
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syn9
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PostPosted: Thu Jan 15, 2004 6:13 pm    Post subject: [quote]

thanks, yea, it prolly is shadow mapping, ive never looked it up, so im not sure, as for volumetric lighting, i believe i know what that is, and id attempt it if i was using 3d character models instead of sprites, as for the sprite lighting, i probably wont be able to cast shadows on the sprite nor shadows from the sprite on to the environment in real time >(

but, although its buggy, it now also does a simple bump mapping based on brightness of texture colors, where it'll get the largest bump with (255,255,255)

http://syn9.rpgdx.net/screens/shot_10.jpg
http://syn9.rpgdx.net/screens/shot_9.jpg


Last edited by syn9 on Fri Jan 16, 2004 9:25 am; edited 1 time in total
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Mandrake
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Joined: 28 May 2002
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PostPosted: Fri Jan 16, 2004 3:04 am    Post subject: [quote]

holy crapple! I need to dload the latest build and update my cvs sources!

Quote:
Sorry to keep asking dumb questions, but you work fascinates me... I've always been a big fan of software rendering for some weird reason.


Me too, which is why I'm helping out by adding some GUI routines and etc. software rendering is the only way to go.
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syn9
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PostPosted: Fri Jan 16, 2004 4:28 am    Post subject: [quote]

mandrake: i havent updated the cvs in a while, since im the only one working on the editor, i'll get the newest version up there as soon as i work out some of these bugs and get save/load working >)
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