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angrytofu

anyone using shaders YET?

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It seems shaders still are not mainstream in the available engines we can use. Anyone out there using them?? If so can you tell me what engine? and how you create the model with .fx tools??? maya? max? something else? I am waiting for a gfx engine that can help me get started with shaders without needed to know alot of linear algebra

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Yeah I''m using shaders.
Engine? My own dammit.



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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What are you talking about angrytofu?? Have you played ANY XBOX games at all?

Have you seen HL2, Doom3, or FarCry?

Shaders are EVERYWHERE.

You did specify "in the available engines we can use", but I am almost positive that Ogre, The Nebula Device, and all of the other consitently updated free engines support them also.

Everyone is doing it ;-) So jump off the bridge!

-SniperBoB-

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I''m using shaders.
However, you are right shaders aren''t supported by many engines.


Have fun
Bunnz
Purple#, a shader-driven game engine for .NET.

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Guest Anonymous Poster
Also, unless you use a program to do all the interesting (fustrating?) work of writing shaders, you better start liking linear algebra. (Dot Products ooooooooww yeah)

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quote:
Original post by Anonymous Poster
Also, unless you use a program to do all the interesting (fustrating?) work of writing shaders, you better start liking linear algebra. (Dot Products ooooooooww yeah)


Exactly.
But you don''t really need to know much. i.e. Dot product=angle between two vectors. You just need to be creative and use this basic knowledge to create nice effects.



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

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thats what i mean.. i know bout hl2 and farcry.. but the free engines that we all use..

im waiting for a engine to come out that makes shaders accessible to us not so genius people..

something like just changing parameters in a GUI and clicking export and having them automatically there.. a workflow like that

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Shaders were designed to allow gfx programmers greater flexibility than the fixed gfx pipeline. I''m afraid you''ll need to be a good programmer and know maths to map them into shaders. The best you can hope for is for the programmers of the tools to expose prebuilt shader functionality thru some check boxes. That way you can at least partially alter the drawing style of the game content. Honestly, I haven''t seen much if any activity on the shader boards targeted at programmers and I expect to see even fewer activity among artists w.r.t. shaders. I think shader math stumps even some gfx coders.

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yeah thats what I am waiting for.. shaders to be in the artist pipeline so the end will be.. load of 3ds max.. create a sphere.. add a .fx ''hair'' shader on part of the spehere.. export.. load it up in some engine that uses shaders.. its there with the shader effect

I guess evenutally that will happen once people really get bored of the fixed pipeline

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Okay, I''m not really uber-experienced at all with shaders, but I''m guessing that with shaders v3.0 and whatever comes later (especially when GPUs are basically highly parallelized CPUs, what with virtual memory and fully supported conditional statements and arbitrarily long shaders), shaders will be able to be highly customizable by artists, without a great deal of programming knowledge, because programmers will be able to write very generalized shaders, with lots of parameters that artists can tweak without getting their hands too messy. Of course, I''ll still have fun playing with the math, but that''s just me.

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Hiya,

Take a look at OGRE (http://www.ogre3d.org). That supports shaders. Read more about it at the site and how it does it.

You will need to write the material files - but there are loads of examples (normal mapping in Cg, bump mapping, cel-shading, and other shaders). Again look on the website.

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Pretty much all new PC and XBox games have engines that make some use of shaders. Hobbyist programmers have been messing around with shaders for years. Like it''s been mentioned, many Opensource engines also have shaders support now. The Torque Engine also has (or will have) an extensive shader library, and is well within the budget of indy and amateur game developers.

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