iLiNX

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It's Movie Time

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Here is a first simple
">iLiNX Video.

This video shows you how the player moves around a planet. Like in a FPS he uses WASD to move and the mouse to change the view. With Q and E he can move up and down. The Up vector is equal to the vector pointing from the planet's centre to the player. If the player moves, the view vector and the forward vector get adjusted to the up vector. For fast movement the player can press the A, W and D keys.

While the video doesn't look that smooth, what you see in pictures and in the videos runs with >60fps in fullscreen mode. First I tried the Growler Gun Cam to record a video. It worked well with Blumenmacht but the results with iLiNX were a very jumpy frame rate. Afterwards I tried other similar programs. Finally I got the best results with Fraps. To compress the videos I use VirtualDub.

The shadows are still my main problem. As you can see in the video, the shadows on the planet's surface are correct but the objects get sometimes a strange self shadowing. I compared my shadowing code with examples in the books and on the net but couldn't eliminate this behavior. The problem doesn't have to do with precision. It must lie deeper. Probably I'm doing something wrong in the context of my deferred rendering approach.

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Rereading: Real-Time Collision Detection by Christer Ericson
Watching: Through a Glass Darkly (Retro Gaming Channel)
Listening: Ghost in the Shell: Stand Alone Complex O.S.T. Vol. 1 by Various
Surfing: COLOURlovers
Playing: The PSP demos of the last few months.
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