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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. Tom Mask Newcomer, in training Posts: 66

    you used a simple .jpg copy / paste over and over on the wall patterns right?

    thats really cool :) what's does? like DOS program?
  2. agi_shi Newcomer, in training Posts: 507

    Does as in ... does. You know...

    Like:

    Does that taste good?

    So basically I said "does C count?", but since I wanted some pauses in there, it turned out "... does ... C count?" :D

    As for the textures, Peab (one of the modelers) made them. Like I said, 2 modelers, 2 programmers (me = lead programmer) - I'm just the programmer :D

    Well, I DO do some graphics stuff. I had to edit the material for the whole scene to use my different shader and so on. But the actual texture and geometry itself is by my modeler.
  3. agi_shi Newcomer, in training Posts: 507

    I completely re-wrote the parallax shader from the ground up according to this doc:

    [IMG]

    [IMG]

    [IMG]

    [IMG]

    [IMG]

    Last thing I got to do for this shader is spotlight support.
  4. akaivan TechSpot Maniac Posts: 620

    great job man, keep it up and maybe you will be making the next battlefield 3 :D
  5. Phantasm66 Newcomer, in training Posts: 6,504

    Quake 7 here we come!
  6. agi_shi Newcomer, in training Posts: 507

    Video 1

    Video 2

    If you don't want to waste time, just watch Video 2 - Spotlights. If you got time to watch details and stuff, watch both of them, 1 first, 2 second.

    (shows bumpy parallax, multi-lights with multi-passes, spotlight, tangent generation per-vertex)
     
  7. agi_shi Newcomer, in training Posts: 507

    [IMG]
    [IMG]

    1st = bump map mode
    2nd = 3x parallax mode
  8. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    Graphics look amazing :grinthumb ! Good Luck....you need to to a mass Demo for all of us here to play :D !
  9. agi_shi Newcomer, in training Posts: 507

    Thanks! BTW, the purple... "spot" you see is actually a blue spotlight. It simply combines with the red and makes that purple "spot". Technically, my shader supports infinite lights... although, the processing power it'd need for say... 100 lights ... is, well...

    If anyone has a spare 8800ultra to donate for my ... *cough* uhm, developing needs...

    :D :p :blush:
  10. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    How far are you in the develpement? Is there a plot for the game :suspicou ? You should post it on SourceForge :D !
  11. agi_shi Newcomer, in training Posts: 507

    Not too far. Just a bit of physics and this per-pixel shader that does everything from parallax to emissive mapping.

    Yes, we're working on a plot. In fact, we've got a draft document of the intro. Not sure if we should post it yet, so I won't.
  12. agi_shi Newcomer, in training Posts: 507

    Here's a VERY SIMPLE demo that will test your PC to it's limits (hopefully).

    Pass: nullandvoid
    http://www.jeepbarnett.com/narbaculardrop/community/Portalized/PerPixelDemo.zip

    There's no parallax or bump mapping, or even texturing. But there are, what I tend to call them, perfect lights. Lights that are all entirely calculated for every.single.pixel.

    Press space to place up to 7 additional lights. WASD to move.
  13. Boogityboo04 Newcomer, in training Posts: 351

    nevermind. I missed the password when reading your post
  14. agi_shi Newcomer, in training Posts: 507

    Mmk :D

    How's it run? BTW, it's found in bin/release.
  15. Boogityboo04 Newcomer, in training Posts: 351

    Yeah I tried it out and it ran very well (took all my processor cycles too :))
    That might be a little overkill for the lighting in a game though... Slow computers ftw
  16. agi_shi Newcomer, in training Posts: 507

    Lol. I'll leave it in as an option for high-end rigs. Otherwise it'll be semi-per-pixel.

    As for processor cycles... =) No sleep() in it, will eat up all you can give it.

    And... shadows!
    [IMG]
    (1 green spotlight, 1 ... something-ish point light, 1 yellow point light at camera not causing shadows)
  17. TimeParadoX Newcomer, in training Posts: 2,445

    Demo was pretty good!

    You should in the next demo add some guys guarding a big portal and you shoot boxes at them to make them cry then you go and kick them in the balls and rush into the portal! Muahahahaha :)
  18. cfitzarl TechSpot Chancellor Posts: 2,521   +9

    I liked the demo too :D ! Good work so far :D !
  19. agi_shi Newcomer, in training Posts: 507

    Cool, nice to hear that!

    Out of curiosity, how'd it run? I'm interested as to how a heavy pixel shader runs on different cards... For simple testing, place max lights in a close-to-one spot and make sure they're all in view.

    An FPS, what settings you use (including whether it was GL or D3D) would be fine I guess. And a gfx, too, unless you have it in your sig or something.

    For me, at 1440x900 fullscreen, 6x AA it runs at ~30FPS on D3D (you know my trusty good 'ol PS2 X850XT that I love but hate that it's restricting my pixel shaders)...
  20. agi_shi Newcomer, in training Posts: 507

    More parallax goodness!

    [IMG]

    (wow, I better start working on the portals...)