Journal of Ysaneya

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Ysaneya
December 01, 2007
Multimonitor support
Multimonitor support

Finally, I have recently added multimonitor support.

If you've followed Infinity's development for a while, you'll probably go, "eh ? I thought it already supported multiple monitors !?", thinking to Kaboom22's triple-screen setup.

The trick here is that Kaboom's system used a spe…
1,637 views
Ysaneya
November 07, 2007
ASEToBin 0.7, SSE noise, Art of Infinity..
ASEToBin 0.7

The latest version of ASEToBin has been released:

http://www.fl-tw.com/Infinity/Docs/SDK/ASEToBin/ASEToBin_v0.7.zip

For more infos, please refer to this thread:
http://www.fl-tw.com/InfinityForums/viewtopic.php?p=125647#125647

SSE2 noise

I spent a bit more than a week to learn SSE2 instructi…
1,369 views
Ysaneya
October 22, 2007
Shadowing part IV
Shadowing, part IV

In the previous shadows update I was explaining how I experimented LiSPSM and trapezoidal shadow maps. Both were a bit disapointing due to the quality change based on where the camera is looking at ( dual frustum case ).

I decided to do a step back and to go for parallel-split shad…
1,094 views
Ysaneya
October 06, 2007
Collisions streaming and optimizations
No eye-candy today, sorry folks!

But still an interesting week. I've been extremely busy on the physics and collisions streaming I quickly mentionned in the previous updates.

Collision data streaming

But first, a bit of background.

I-Novae extensively uses the concept of abstract interfaces, which are …
972 views
Ysaneya
September 14, 2007
Screen-space ambient occlusion
Review of the rendering pipeline

I discussed in length in a previous dev journal ( a year ago ) the rendering pipeline system, but I'll make a small summary for people who're not fully aware of it.

The whole rendering system is based on "pipes". Each pipe is a component dedicated to rendering somethi…
2,196 views
Ysaneya
August 28, 2007
Rant and depth-of-field
Rant

Time for a small rant. On various topics. I'll keep it short to not bore people to death. Some things are somewhat irritating:

1) People who want to test the ICP, have a crash, and post or send me e-mails / PMs saying "it does not work, can you help ?". No, I cannot help. At least, not if you do…
1,315 views
Ysaneya
August 25, 2007
Motion blur and physics video
Short update tonight. I've created a new video showing off the ball physics and collisions, the planetary terrain ( and please.. I've repeated it many times, but since many people have already commented on it, again, it's using one big tiling texture and it has some vertex popping ), and finally th…
1,279 views
Ysaneya
August 24, 2007
Planetary engine, Part VIII and Motion blur
Performance optimizations

I spent some time to add some classes to the code to handle multi-threading tasks. This allows to scale performance-hungry code to any number of cores / cpus. Of course, this optimization can only apply to code that is easily parallelizable, for example heavy processing on …
1,349 views
Ysaneya
August 19, 2007
Planetary engine, Part VII
Planetary engine

See previous journal update for reference.

Displacements

As I mentionned in the previous update, I've experimented horizontal displacements to create cliffs, overhangs and hard edges. It also creates interesting rock formations, similar to what you'd find on volcanoes. The result is l…
1,394 views
Ysaneya
August 17, 2007
Planetary engine, Part VI
Rings/asteroid fields

See the previous dev journal update for reference.

I've been in vacation in France for one week, during which usual development stopped. I used a bit of that time to add a couple of chapters to the new SDD.

A few days before and a few days after my trip, I continued the work on t…
1,253 views
Ysaneya
July 23, 2007
Planetary rings / asteroids
Planetary engine

The interfaces and rewritting of shaders in GLSL is progressing quite well, I'm pretty much ready to jump on the re-implementation of texturing, and improving water.

I got ride of the seams in some detail textures that were caused by multiplying the texture coordinates by a scale con…
1,607 views
Ysaneya
July 15, 2007
Procedural asteroid fields
Shadowing

I spent a week or two playing with a new shadowing algorithm, ie. the infamous trapezoidal shadow maps. I'll keep it short: it's an improvement over light-space shadow maps, but I'm still not happy with this variable resolution ( when the camera is looking in the light direction, or in the…
2,830 views
Ysaneya
June 06, 2007
Shadowing part III
No, I haven't been inactive in the past weeks. On the contrary: I've just been so busy that I didn't find the time to post a new journal :)

Minas Tirith v12

... has finally been fixed and released:
http://www.minastirithproject.com/MinasTirith12.rar

For more infos, have a look at the website or the cgt…
954 views
Ysaneya
May 13, 2007
Streaming, debugging and cleaning..
As you have noticed, I haven't posted many updates recently.. I haven't been less active than usually, but I just don't really have any nice picture to show. Also note that this update will probably be a bit more technical/programmer oriented than usual. Code incoming..!

Minas Tirith v12

... is prett…
1,019 views
Ysaneya
April 15, 2007
Silverbow and space rain..
Minas Tirith v12 release

I'm working on the release for Minas Tirith v12 ( a side project using the I-Novae engine ), so it's consuming a bit of time. I have upgraded ODE (the physics engine) from version 0.6 to 0.8, but for some reason I get strange slowdowns when some box bodies are not well place…
2,182 views
Ysaneya
March 25, 2007
New ASEToBin version (0.6)
In the past two weeks, I've been quite busy on various topics: experimenting the player-custom colors in shaders, and releasing a new ASEToBin version.

Misceallenous map

I wrote a lengthy post about player-custom colors, so I won't enter into details here. You can still see the thread here.

The idea i…
935 views
Ysaneya
February 25, 2007
Gas giants part II
I am continuying my work on gas giants.

I have finished the color table generation code. My first try was using a lookup table that maps a density ( in the range [0-1] ) to a color, that interpolated colors based on 4 to 7 "color keys". Each color key was determined randomly.. as expected, it didn't…
1,519 views
Ysaneya
February 20, 2007
GLSL, Gas giants, Atmospheric scattering
Gas giants:

I started to work the implementation of gas giants. My current approach is to use an outer sphere with atmospheric scattering, similar to the ones used on my Earth-like planets, and a set of layers ( six at the moment ). All of those are generated and displayed with the LOD ( level-of-de…
2,831 views
Ysaneya
February 14, 2007
Planetary textures, website, bump maps, SDD..
On the website:

As you have noticed, yesterday the website has been moved to a new server with a VPS ( virtual private server ). This will allow me to monitor resource usage ( cpu usage, memory usage, etc.. ) and should hopefully give a slight performance boost ( website should be more responsive ).…
1,068 views
Ysaneya
February 13, 2007
Shadowing part II
Shadow mapping acne:

In the previous thread about Shadowing, i explained the basic implementation of Shadow maps.

I quickly mentioned shadow acne and how it can be solved relatively well. The key point is to apply a z-offset to the vertices in shadow map space, at the shadow-map render-to-texture sta…
1,264 views
Ysaneya
February 01, 2007
Fast Perlin noise
I'm here going to present a "tweak" to the Perlin noise function that multiplies its speed by a factor of 7.

The original Perlin noise function that is used is Perlin's Improved noise function.

Of course, a speed increase of x7 means that we're going to loose some nice properties / accuracy of the or…
7,649 views
Ysaneya
January 17, 2007
Jpeg 2000
No, i didn't forget Shadowing part II. But as i have a lot to say, i need to block an hour or more in order to write the "article" :)

Today's theme is Jpeg2000. I have spent a bit of time investigating exactly what is the status of Jpeg2000 and if it's usable in Infinity.

Jpeg2000 is a much, much imp…
1,305 views
Ysaneya
January 12, 2007
Shadowing part I
On Shadowing:

I spent the last two weeks working on shadowing.

The following journal update will be quite technical, so you're warned !

In graphics programming, there are tons of shadowing techniques available for real-time usage, and they all - no exception - have good and bad points.

I'll start with …
976 views
Ysaneya
December 17, 2006
Summary status of the ICP
You're not dreaming, a new update :)

I haven't posted progress in the past month, because i've simply been too busy releasing patch after patch after patch for the Infinity combat prototype. Yesterday, i released version 2.1 which is fully public. A lot of players have downloaded and tested it, and …
981 views
Ysaneya
November 11, 2006
Infinity Combat prototype 2.0 upcoming release..
Tomorrow, Sunday 12 November 2006, i should release ( if all goes right, i still have a few features to add and bugs to fix ) the new version of the combat prototype. Exact time is unknown, probably in the evening ( GMT ) or early afternoon ( USA ).

Initially, i said i wouldn't release a new version…
956 views
Ysaneya
October 22, 2006
Planetary engine, part IV ( volumetric fog/haze )
I have added a simple "tide" effect to the water: a set of cosinus functions modify the water level by +- 20 meters depending on time. At the moment it's a "fixed" effect, but i intend to make it dependent on the presence of a moon.

I still have lots of things to fix on the water, for example the un…
992 views
Ysaneya
October 19, 2006
Planetary engine, part IV ( water )
Not that many news since yesterday, but a new set of 4 screenshots that i thought were looking pretty nice :)

I got ride of the semi-transparency effect on the shores. It was a quick trick, it didn't look so good, and it'll eventually be replaced by a true refraction / fresnel effect.

Instead i decid…
1,015 views
Ysaneya
October 18, 2006
Planetary engine, part III ( water )
I continued to work on the atmospheric shaders / sunsets, as well as water / ocean rendering.

Nothing special to say about the atmospheric shaders. Lots of tweaking and testing.

More interesting is the water topic. It's some early work, but i got ride most of the Z-Fighting by adjusting the Z-Near cl…
825 views
Ysaneya
October 13, 2006
Planetary engine, the return ( part II )
Yey, it's the week end !

This week i worked on improving the planetary shaders and especially the sunsets. They're now looking pretty nice ( one reason i didn't show them much in the old version, was that their lighting wasn't very good ). The sun color is now calculated by applying on the CPU the s…
815 views
Ysaneya
October 07, 2006
Planetary engine, the return ( part I )
Sorry, no screenie today.

Since the last week i've resumed work on the planetary engine. Chances are, i'm going to be busy on it for the next 3 months, so this dev update is only the first of a long serie.

The planetary engine as it was, although certainly not bad technically / visually, suffered fro…
1,105 views
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