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SloGameDev.net • Poglej temo - V1g Update

V1g Update

Če želite svetu pokazati, na čem delate trenutno ali kaj ste naredili, je to pravi kraj.

OdgovorNapisal/-a snake » So Apr 26, 2003 8:47 pm

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OdgovorNapisal/-a Flamer » So Apr 26, 2003 10:51 pm

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OdgovorNapisal/-a snake » Ne Apr 27, 2003 9:55 am

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OdgovorNapisal/-a hugoboss » Ne Apr 27, 2003 8:12 pm

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OdgovorNapisal/-a Wing » Ne Apr 27, 2003 8:57 pm

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OdgovorNapisal/-a Person » To Apr 29, 2003 12:18 pm

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OdgovorNapisal/-a hugoboss » Če Maj 01, 2003 4:26 pm

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OdgovorNapisal/-a snake » Če Maj 01, 2003 5:58 pm

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OdgovorNapisal/-a rabely » Pe Maj 09, 2003 1:39 pm

HG, se lahko nadejamo predelave V2 na tomesecni (na)tlacenki?
"In a world without walls and fences,who needs Windows and Gates?"
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OdgovorNapisal/-a Person » Pe Maj 09, 2003 2:19 pm

Čimprej jo dej na NET!!!!!! :)
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OdgovorNapisal/-a snake » Pe Maj 09, 2003 6:00 pm

Rabely... verjetno si mel v mislih V1 :D
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OdgovorNapisal/-a rabely » Pe Maj 09, 2003 8:52 pm

Ja, V1 :)
V2 ze kr avtomaticno pisem :oops:
"In a world without walls and fences,who needs Windows and Gates?"
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OdgovorNapisal/-a hugoboss » Ne Maj 11, 2003 2:44 pm

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OdgovorNapisal/-a Person » Sr Jun 04, 2003 12:21 pm

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OdgovorNapisal/-a snake » Če Jul 03, 2003 5:20 pm

Ko bo :)

No, da ne bom odpiral nove teme (to čast bom prepustil HugoBossu, ko pride z morja)...

Tak, prvi screeny v2-ja (če ne štejemo slike konzole, oz. še ene pozneje:]).

Kliknite nanj, da se prikaže malce večji.



Stvar teče pri 640x480 (pač, development mode). Vse kar naredi na tej sliki je:
loada core (konzola, inicializacije le te,... by HugoBoss)
kreira okno (OGL)
Loada BSPtree (~9000 tris, zadovoljiv (a neznan) Frames/sec, loada 32 shaderjev, ter 32 textur --> powerful managers, made by snake)
Zrenderira na zalon (brez optimizacije (portali, PVS,..))
Verjetno še kaj.

Mogoče zgledajo texture nekoliko popačene... To pa zato, ker je čist osnovni render (beri: zelo slabo filtriranje). Če bi imel še 2s, bi popravil eno vrstico, pa se mi ne da :D

Texture niso moje. Slava tistemu, ki jih je naredil!
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OdgovorNapisal/-a Wing » Če Jul 03, 2003 5:54 pm

Ql! Za videt sicer ŠE ni toliko, ampak opis pač pove, da bo stvar očitno spodobna, vsaj kar se tiče tehniške plati. :)

Zanima pa me:
1.) kako mislite delati osvetljavo? Statična (lightmapi...?) ali dinamična (sh4d0rZ...)?
2.) ali uporabljate tudi kaj NURBSov, krivulj in podobnega?

Kakorkoli samo da bo igra dobra. :)
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OdgovorNapisal/-a snake » Če Jul 03, 2003 6:03 pm

Hvala. Ja, ni videt veliko :)

1. oboje (odvisno od grafične in potrebe)
2 da (bezier)
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OdgovorNapisal/-a Wing » Če Jul 03, 2003 7:27 pm

Super. Sedaj lahko rečem samo še: good luck/development. :) (kolk smeškov sem že dal v zadnjih petih postih :)..arg spet)?
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OdgovorNapisal/-a Flamer » Če Jul 03, 2003 11:42 pm

Zelo zelo zelo sem ze firbcen kako bo to zgledalo cez par tednov/mesecov. Thumbs up to you and Hugo.

nek me pa zanima: ko tolk o teh shejdrjih govoris; a to pomen da na mojmu GF MXu ne bo textur sploh? al to kaksne druge shejderje ti misls?
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OdgovorNapisal/-a snake » Pe Jul 04, 2003 8:32 am

Nič bati, snake bo poskrbel za različne renderpathe, tako da bo delovalo tudi na tvojem gf (jaz testiram na prastarem ATiju ;)).

V mislih so shaderji (ala Q3) in shaderji (ala DooM IiI).

PS.: Osnovni renderpath (tisti ki dela na "vseh" grafičnih) je v prvem planu.
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OdgovorNapisal/-a Firestar » Pe Jul 04, 2003 4:09 pm

Lepo videti tole. Me veseli, da boste rocno sencili zadeve in ne uporabili ogl/dx lighting. Thumbs up 8)

Btw: na koliko gf (girl friend) si pa to testiral ;-)
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OdgovorNapisal/-a snake » Pe Jul 04, 2003 4:52 pm

Zaenkrat ni nič ne vem kakšnega, da bi bilo treba testirat, tako da lahko rečem, da zaenkrat še deluje ;)

Tisto kar deluje sedaj, na štirih (ati rage fury pro, voodoo, gf4 4600, riva TNT). In že se poznajo razlike med grafami (voodoo ma po defaultu nekaj čudno privzetih lastnosti, ki jih pri drugih ni opaziti).

Ja, vse je dokaj ročno.
A) barve apečene v vertexe
B) lightmapi
C) v/p shaderji (ter v2 (ala q3) shaderji)



PS.: Kako naj poimenujem shaderje (tiste, podobne onim iz Quake3)? ker je smotano uporabljat dve isti imeni za različni stvari (pride do napačnih interpretacij).
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