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…
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…
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…
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…
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…
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…
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 …
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 …
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…
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…
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…
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…
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…
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 …
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 …
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
Minas Tirith v12
... is prett…
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…
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…
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…
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…
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…
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…
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…
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…
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 ).…
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 ).…
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…
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…
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…
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…
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…
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…
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 …
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 …
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 …
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 …
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…
Initially, i said i wouldn't release a new version…
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…
I still have lots of things to fix on the water, for example the un…
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…
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…
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…
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…
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…
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…
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…
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…
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