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Some recent topics started on our forums |
Red Gun
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Hi all
I don't know if you remember me, i posted here about iL-engine project. I would like to share with you the actual project i am working with a mate.
The game is called Red Gun, it is a game developed for iPhone / iPod / iPad and takes you... |
Posted December 2, 2010 3:21:25 PM
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iL-engine v2.0
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Hi all
I dont know if you remember me, but year ago aprox. i posted an iL-engine related video. iL-engine is a learning purpose engine im developing for understand and implement new (or as new as i can ) technology.
Im proud to show you the nex... |
Posted August 31, 2009 10:08:46 AM
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How to interpolate between several SH nodes ?
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Hi all
Im trying to find a method to interpolate data of some randomly scatered Spherical Harmonic nodes in a specific point in space.
I know how to do it if you have a regular grid of nodes, but, i dont know how to do it with randomly nodes i... |
Posted January 20, 2010 6:11:44 PM
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Material properties to shader uniforms
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Hi all
I am rewriting my material class, and i am trying to optimize it because i think its terrible slow now uploading all the data to shader's uniforms variables.
Now i have something like this
...
class CMaterial
{
private:
... |
Posted September 22, 2009 9:42:39 AM
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Deferred Rendering in World Space. Help with other spaces
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Hi all
I am writing this post because I implemented Deferred Rendering using World Space coordinates. I must admit that I think better in World Space than in other spaces, and this will explain why I have some lack of precision in my Deferred Rend... |
Posted August 12, 2009 7:10:05 AM
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How to sum rotations (vector + angle) ??
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Hi all
I think its a simple question, but i find nothing on forum yet :(
I am programming static animations, and all meshes have initial translation, rotation and scale, and then, another translate + rotate + scale is interpolated from a s... |
Posted July 30, 2009 5:40:27 PM
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Help with Stencil Buffer masking Light Volume
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Hi all
I'm trying to implement Stencil masking for light's volumes in a deferred pipeline, but i have some problems, i understand the idea, but i dont know at 100% how to tell DirectX lib what to do.
Look, i have a bounding box like a volume fo... |
Posted June 27, 2009 6:58:35 AM
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World position reconstruction from Depth (almost done)
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Hi all
I am trying to make a world position reconstruction algorithm and keep the concepts easy and clear.
I had already done the entire algorithm but I have a little misunderstood concept that makes algorithm fails in some cases.
First of all, I... |
Posted June 21, 2009 11:05:59 AM
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Float to Float4, Float4 to Float Problems
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Hi all
Im testing this code i found in this forum to encode some floats to a single float value and viceversa.
float4 FloatToFloat4( float rawValue )
{
float4 packFactors = float4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
flo... |
Posted June 19, 2009 7:13:44 AM
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iL-engine
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My final project at University
It's an 3D engine for lightning ecuaction developing purpose. It was made with C++, DirectX9.0c and Shaders 3.0
Some of the features include:
- Experimental fog with different colors interpolated with distan... |
Posted October 29, 2008 11:48:49 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
Red Gun
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Hi all
Here is the new promotional gameplay video. Hopes it like you ;)
Red Gun Gameplay
LLORENS |
Posted December 11, 2010 8:00:33 PM
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Red Gun
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Hi sybixsus
It is made with Unity 3D, and with a few drawbacks, developing for iOS with Unity 3D is acceptable, you need to know some bottlenecks and then you can start to develop :)
THanks :)
LLORENS |
Posted December 6, 2010 7:20:35 AM
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iL-engine v2.0
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Hi
Its from a game, but i dont remember now from what game. I used textures from Half-Life 2, Doom 3/Quake 4, etc.
Hope it helps you.
LLORENS |
Posted September 7, 2009 5:31:50 AM
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iL-engine v2.0
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Hi
Yeah, SSAO is still failling, it need more work around :)
Formats are: (16 bits per component)
RT1: Albedo.r Albedo.g Albedo.b NeedIlumination
RT2: Normal.r Normal.g Normal.b Specular
RT3: Depth(32bits) SpecularExp(32bits)
RT4: LightAc... |
Posted September 2, 2009 6:41:17 AM
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iL-engine v2.0
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Hi gjaegy
Imagine an image of 4x4 subimages who contains animation frames of this flame. Then you only need to spawn a particle without velocity and render it over time without any kind of fade effect.
This fire is only usable on... |
Posted September 1, 2009 8:33:00 AM
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iL-engine v2.0
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Thanks
They are inspired on Diablo 3 scenes ;)
LLORENS |
Posted August 31, 2009 1:58:46 PM
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iL-engine v2.0
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Thanks Patrick, i have in mind more things for this project :)
LLORENS |
Posted August 31, 2009 11:09:10 AM
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Crytek's MassLighting early implementation
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Quote:Original post by sebh
Quote:Original post by arkangel2803
Hi
Maybe, i dont know at 100%, they talk about 'visibility' of these secondary lights, and they use a map with somekind of imperfect shadow map to solve this 'visibility', but i don... |
Posted August 26, 2009 4:38:48 PM
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Crytek's MassLighting early implementation
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Hi
Maybe, i dont know at 100%, they talk about 'visibility' of these secondary lights, and they use a map with somekind of imperfect shadow map to solve this 'visibility', but i dont know if i'm correct.
Anyway, wich is the purpose of this mass... |
Posted August 26, 2009 12:41:14 PM
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Crytek's MassLighting early implementation
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Hi SlyCoder
Can you explain in few words how this method works ?
I was reading Crytek's paper, but in his presentation, they said that there was no 'pre-calculations'. Then in paper i can see a lot of inperfect shadow maps, i think they are cal... |
Posted August 26, 2009 4:25:59 AM
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View All Replies Made By This User
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