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Ekt

Member Since 08 Dec 2000
Offline Last Active Aug 07 2014 03:38 PM

Topics I've Started

latest mario's games lighting model

08 December 2012 - 10:37 AM

i'd like to set up a scene with lighting similar to what you can see on recent (wii) mario games

i'm not referring to the rim/fresnel effect, easily obtainable either with shaders or the envmap trick
what i'd really like to understand is how they get this flat/saturates/toony lighting effect

i know for sure (cause i have extracted source models) that they are baking AO at the vertex level
so could it be that there are no lights at all, ambient light is pure white, every model has colors and shades just from texture + vertex color?

body prediction with angular velocity

10 October 2006 - 01:31 PM

hi i have a physical simulation (with ODE) running on a server. the client receives 'physical body updates' every once in a while (say every 1 sec or so). a 'body packet' contains timestamp, position, orientation, linear and angular velocity. in the client, while waiting for the next packet, i try to predict how the body is moving with this:
correction = (lastPacket.LinearVelocity*dt) + (0.5f * acceleration * (dt*dt))
currentPosition = lastPacket.Position + correction
this works ok only when the body is moving in a straight line. my problem is i fail to predict position on a curved motion. the simplest test i've made is having the body running in circle on a plane. so, assuming is only rotating on the y vector, i've tried something like this:
q = Quaternion.FromAxisAngle(Vector.UnitY, lastPacket.AngularVelocity.y*dt)
currentPosition = lastPacket.Position + (q * correction)
it doesn't seems right. predicted body is very different from the real one. what i'm doing wrong?

Question on Networked Physics Article by Gaffer

04 March 2005 - 09:15 PM

is the server doing a separate simulation for each client? the article says that the client send a "stream of input" when the server receive a new input, it advance the physics. so it seems that the server keeps a separate simulation for each client. in this case, how each simulation knows about each other? ie: when character 1 collides with character 2. and wouldn't be too cpu costly in case of complex scene? if there is just one simulation, then i don't get the part where the input strem of every client gets 'mixed' togheter. i'm surely missing something obvious, many thanks if can enlight-me :)

reflection on wet street at night

05 November 2004 - 06:00 AM

hi all, i really like the 'wet street' effect in 'need for speed underground' (i think similar effect can be seen on other racing games) where lights, buildings, neon signs, etc. reflects on the street, giving the street a 'wet' appearance. in NFS they can do it nicely and fast without shaders (i can see it on my laptop, ATI Radeon IGP 340M, VS1.1 and no PS, without a huge fps loss). i would love learning how they do it :)... what do you think?

Racing game follow camera

21 June 2004 - 08:06 AM

i'm sure the question has been asked many times. unfortunately it seems the search functionality in the forums is broken. google and flipcode has lots of docs but i can't find what i need. probabily i'm blind or simply algebra-ignorant. basically i want the camera follow the car in a smoot way, like in every commercial game. what i have is the position vector of the car, and the rotation matrix of the car (actually i get the the rotation matrix from a quaternion). how do i move my camera?

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