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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Fri Jan 16, 2004 9:26 am Post subject: |
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ahhhhh, i do believe that the bumpmapping and shadow mapping are 100% bug free, woooty
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Fri Jan 16, 2004 10:38 am Post subject: |
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Sirocco wrote: | 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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You can sample one point or a radius around the sprite's center position and use that to light the entire sprite... that's one of the most accurate ways to do it for sprites. Games like Chrono Cross did that (even though their environments were the reverse - models on 2D backdrops), and it works okay.
Anyway, good work so far. Looks pretty nice. It might be worthwhile to look into writing a custom app to do the shadow casting instead of integrating it into the editor; that way it can run in a seperate thread in the background while you do something else. That, and it will cut down on the editor's size and RAM usage, and you can enable extra processor optimization settings in your compiler. (Unless you're using QB for this, in which case, port the shadow casting to C++ :p)
Also, offhand, how much extra ram does the shadow map/shadow maps use up? And does it hurt performance too much, or is it composited onto the poly textures at load/process time?
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Fri Jan 16, 2004 2:06 pm Post subject: |
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that sounds like a good idea with the sprites. i need to try to find the processor thing in msvc, the map editor with 500 polies uses ~16meg ram, and all the lighting is written to the poly's texture to save space, and so the base engine drawing method did not need to be changed and ran at the same speed
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Fri Jan 16, 2004 2:27 pm Post subject: |
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By "processor thing", do you, by any chance, mean the optimizations? In both VS .NET and VS6 they're in Project Options, which you can access from the project menu (in VS6), or by right-clicking the project in the project browser and selecting "Project options" (in VS .NET). _________________ http://www.weeaboo.se
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Sun Jan 18, 2004 1:38 am Post subject: |
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You know CVS is more than just a way to release things to the rest of the team right? It would be nice to see intermediate updates and it makes you point out each change you made in the process. It also allows the rest a view on what is going on, and stay more involved.
Now that we've used CVS for BBRpg intensively, I'm using it for websites and school projects as well. I do this in a local CVS tree stored in /cvs/root, but that can be accessed from anywhere by anyone with SSH access to my laptop. It's just that much convenient for many reasons.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Sun Jan 18, 2004 1:49 am Post subject: |
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Bjørn wrote: | You know CVS is more than just a way to release things to the rest of the team right? It would be nice to see intermediate updates and it makes you point out each change you made in the process. It also allows the rest a view on what is going on, and stay more involved.
Now that we've used CVS for BBRpg intensively, I'm using it for websites and school projects as well. I do this in a local CVS tree stored in /cvs/root, but that can be accessed from anywhere by anyone with SSH access to my laptop. It's just that much convenient for many reasons. |
Not to mention the fact that it provides a nice mechanism for backing up data. You'd literally have to delete the whole $CVSROOT tree in order to loose anything. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Tue Jan 20, 2004 11:00 pm Post subject: |
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For lighting the sprites you could check if the sprite is infront or behind the light source and lighten it or dim it depending on the normal of the plane to the light vector - err that would look kind of dumb, if the sprite was right next the light source sideways the sprite could be very dark.
How about just using the test; infront or back then lighten or darken with the intensity? Sorry if this was already mentioned, I didn't read all the posts....
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Wed Jan 21, 2004 3:07 am Post subject: |
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*sigh* and here's me who doesn't even know how to render a single point in 3-D space :( _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Thu Jan 22, 2004 8:47 am Post subject: |
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XMark wrote: | *sigh* and here's me who doesn't even know how to render a single point in 3-D space :( |
Don't feel bad. I don't even know how to rotate a single point in 3-D space.
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Nexinarus Slightly Deformed Faerie Princess
Joined: 25 Oct 2002 Posts: 32 Location: In the distance
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Posted: Sat Jan 24, 2004 4:35 am Post subject: |
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dont feel bad, many great 3d games have no rotation. _________________ Anorexia is phat!
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Sat Jan 24, 2004 2:45 pm Post subject: |
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dont feel bad, many great 3d games have no rotation.
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Heh... funny :)
That principle is the backbone behind ALL 3D animation, not just camera rotation.
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