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Haven't posted in a while... programming

Discussion in 'General Discussion' started by agi_shi, Mar 15, 2007.

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  1. agi_shi Newcomer, in training Posts: 507

  2. agi_shi Newcomer, in training Posts: 507

    Ogre!

    Kk, I've made the switch to Ogre...

    Same level, running under Ogre, with a customized emissive/parallax/specular/diffuse shader:

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    w00t... (remind you of a certain game ... ? =) )
  3. agi_shi Newcomer, in training Posts: 507

    Boooya!

    More clear parallax mapping and specular-ness:
    [IMG]

    What happens is that the (...did you guess it?...) F.E.A.R. textures don't have height in the normal maps... which sort of throws off my parallax shader.
  4. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    That looks amazing :eek: !
  5. agi_shi Newcomer, in training Posts: 507

    Thanks ;) Now imagine it with portals... :)

    If the F.E.A.R. textures got mapped to the map right (which they didn't, because all I did was change the filename), I don't think it would've been "too" easy to distinguish v01dEngine from F.E.A.R.'s engine (screenshot-wise)... Well, you know, without the HUD and a bunch of fancy shadows (which I WILL add, just not right now...) and flames and electricity and guns and medkits and all the other stuff ;).

    But... yeah, definitely looks a lot better than that first screeny in the thread.
  6. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    You need to release some beta maps for us :D !
     
  7. agi_shi Newcomer, in training Posts: 507

    :grinthumb

    I have to get the physics rolling first. Then a beta "map" which you can navigate in (move + jump is all I'm thinking right now). Then portals.

    Then other stuff.

    ;)

    Also, this WILL fall back to a non-shader material if you can't handle it. But, of course, it'll be ugly. Really ugly.

    BTW, all credit goes to my modelers for that map - I'm just the programmer :D. And... yeah, I'll give Sierra credit for the nice F.E.A.R. textures ;) Ogre, too, for a good example of a normal map.

    EDIT: The visual part is a mess right now. The physics are a lot more tidied, and put in v01dEngine. Currently have and working on v01dEngine::physics::Simulation, v01dEngine::physics::Object, and v01dEngine::physics::SimulationUpdater. Why "simulation updater"? So you can customize time. No more boring, linear time. One frame it's slowmo, the next it's fastmo :D
  8. kitty500cat Newcomer, in training Posts: 2,407   +6

    pardon my noobness, but...what's a portal?
  9. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    Well, a portal can mean 2 things:

    Forum Portal = Front Page
    Portal = Weird thing you can walk through and be in some other location :grinthumb !
  10. agi_shi Newcomer, in training Posts: 507

    ...

    ... and here comes my parallax/normal per-pixel shader that is an all-in-one solution...

    [IMG]

    [IMG]

    [IMG]

    And it looks even better in motion...

    Credits go to the Ogre parallax shader writers, as my "all-in-one-solution" is based off of theirs. It's, just, you know, a lot more feature-ful (specular maps, now emissive maps, diffuse maps, normal maps, height maps, ambient light, etc.).
  11. mopar man TechSpot Ambassador Posts: 1,487

    Looks Great! If only I had the time......(To download the demo, and to learn more c++)
  12. agi_shi Newcomer, in training Posts: 507

    We don't have a demo of anything new (that is, parallax mapping and what not) ;)... Either way, thanks!
  13. Tom Mask Newcomer, in training Posts: 66

    My GOD! O_________O

    you programmed THAT!?!??!
    You, my friend, have earned my respects as a programmer!

    That is some hardcore stuff! How long did it take you to program the base and what compiler (if any) do you use?

    You've got the makings of greatness in you! can't wait to see your name on the next popular game ^_^
  14. agi_shi Newcomer, in training Posts: 507

    Wow wow wow my friend, don't get all jumpy ;)

    I'm using an already mature 3D rendering engine called Ogre ;) - I'd ... die if I had to write a 3D engine myself - remember, Ogre is made from a pretty large community. And the level itself + the textures is by my modelers (one made it, the other converted it)...

    I'm just the programmer that uses the 3D rendering engine and the models to make it into a full-blown game. Obviously you can't just say "here's some models, turn it into a cool game with portals and gravity and stuff" to the rendering engine =).

    BTW, this is called "Portalized". Mess-with-your-mind style.
  15. Tom Mask Newcomer, in training Posts: 66

    Sorry 9_9;

    Being a C++ programmer isn't something easy to do. I'm very very impressed you've gotten so far with it :)
    I know some C++, but not enough to actually render my own games. (guess they have gaming engines for that purpose huh?) Thats not what I'm into exactly.

    I guess you get alot of praise for doing so well at your age huh? :D
  16. agi_shi Newcomer, in training Posts: 507

    Yeah, there are also game engines out there that we could use... but we're making our own game engine. Just using a community engine (Ogre) for graphics as it's quite mature and supports a crap-load of features.
    No, not really. I'm just the average 14YO wanna-be "super-1337" programmer. My mom tells me to study more in school as "my grades are dropping" (wow, I went from a 98 to a 96, my grades REALLY dropped! ;)) and when I'm programming she tells me that it "doesn't matter" because "there's a lot of time to do so ahead of you and in college".

    ...

    Yeah, not the best support.
  17. Tom Mask Newcomer, in training Posts: 66

    hehe... as long as it's an A by the end of the quarter, she shouldn't really care ^^;

    But still, thats pretty awesome that you're doing what you love, whether or not you're 14. You can never be too early to learn that kind of stuff :D

    What other languages do you know? :) its nice to know there's someone actually younger then I am who loves what I do too! X3
  18. agi_shi Newcomer, in training Posts: 507

    ... does... C count :D

    Nothing else, really. I can read/write Ogre .material scripts... And partial Lua.
  19. agi_shi Newcomer, in training Posts: 507

    And... emissive mapping!!! (as well as ambient lighting, too, now)

    [IMG]

    -normal/height } m
    -emissive`````} a
    -specular`````} p
    -diffuse``` ```} s

    w00t...

    And for the linux/MacOS guys:

    [IMG]

    w00t OpenGL!!!

    And everything runs the same. Reason is because of the high-level CG shader language I'm using ;) (kudos to the creaters, NVidia I think they were)...
  20. agi_shi Newcomer, in training Posts: 507

    You can see the stuff more clearly here:

    [IMG]

    Notice how the emissive mapping "obeys" the parallax mapping?