Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 11 Jan 2006
Offline Last Active Oct 22 2016 09:21 PM

#5246598 my own 3d editor questions and suggestions

Posted by on 14 August 2015 - 06:13 PM

hi all,


i have made my own 3d editor that can import, edit add mesh, create scene, create/edit terrain.

but i find it a little dull or not quite similar quality as let say unity when it comes to default rendering (not feature ofcourse obviously unity has a LOT of feature), im just talking about default rendering.

1. like say for example, when you add basic shapes in unity, there is a default light happening in there right? the objects has some sort of lighting to it.

    see video

    the wall is somewhat shiny and moving it around seems obviously that there is a light somewhere in the scene.


    can you suggest how is this placed or handled? like this might might be a directional light, but what drection is it pointing? is it to the direction of camera or something like pointing down light?


2. what are the default materials apply to the scene? like is specular(shinyness are therer?, ofcourse normal of the objects should be there for light to work, what can you suggest to make my editor look like a pro? 


3.also seen this video from unity,

its a view port navigation video, but i like the quality of the scene,

i see point light, and maybe bump map effects on the scene. the scene really look good, can you suggest what other effects/materials was look to make a scene like this?

for short, what are the materials and things i need to do to make my editor look professional by default  :)


i attach screenshots of my terrain editor, its kinda dry :D


note: before you question me why i made that, i will answer it

1. first it is for me to learn and practice opengl/directx before

2. i use it for my games like terrain editor, object placement on scene/level :)

3. i write my own framework/engine and not using unity or any thing.

Attached Thumbnails

  • agora.profile (1).png
  • agora.profile.png

#5239655 Why Do People Use DirectX?

Posted by on 10 July 2015 - 07:39 PM

also there was a time in history when OpenGL almost throw the towel and was way far behind DirectX.

OpenGL APIs were really messed up and DX took over the market. it was until OpenGL 3.0, (i guess) that Opengl cleanup its act and return to prominence, and oh mobile too.


and oh, i dont know if these is still true (coz im a DX guy), but OpenGL in WIndows is inda stuck or frozen to specific version (by default).

#5193367 Need advice on rendering terrain and/or overall look

Posted by on 17 November 2014 - 08:56 PM

Hi all,

i am an intermediate Directx/Opengl programmer and i already know the basic to Mid know how for 3D including rendering terrains, shaders, multi-texturing, etc.

But I am not an artists and i am still confuse on how to do certain looks or effects.


How did certain terrain like this one from Royal Revolt rendered?




I am mostly intrigue on the Grass to Dirt transition which is kinda cool. the look where grass ends and dirt starts is really cool.


I am wondering on how i can achieve this on my terrain editor.

are these only textures rendered?


Also, how can i achieve the overall effect? like are the objects like trees, castles drawn and textured that way by the 3D artist guy?

are there any shaders necessary to achieve these type of really cute effects? (aside from the lights and shadows) 


thanks in advance!


#4810887 [DX9 C++] HLSL lighting problem - occluded objects

Posted by on 14 May 2011 - 05:45 PM

what im trying to say is;
example i have a light object a wall and another object behind that wall,
the object behind that wall can still be lit up.

Heres the illustration

                 | W |
                 | A  |
point ligh       | L  |  object                  <--- Camera looking behind the wall
                 | L  |

SInce the object normal is facing the point light, it is lit up.

If I understood what you are asking Im guessing you are a beginner in DirectX... :rolleyes:

(Unless you are using a raytracer) Simple lighting shaders dont take into account if an object is occluded or not... They simply calculate the influence of a light in a object based on the view point, etc.
To do what you want to accomplish you must implement shadow mapping, but it might be "too advanced" for you, idk take a look at the link and google. If you have any question just ask :lol:

Yes, Im new to HLSL and i understand that Lighting does not take into account if an object is occluded
or not that is why Im asking people where on how to fix the problem i posted above.

Adding shadow map, is a good idea ill try that one.

Anyways, other than shadow map, is there any other approach?