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Worlds within worlds!

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Posted (edited)

Your probably puzzled how I done it? It's a clever idea I invented, I call it CACP.  Works great. :)

Took me about a day to achieve...

 

I'm hoping to create a full applications and games engine, worlds within worlds where you can fully enter and characters can go in and out of.

Also a full 3D windows and GUI system.

 

screen.jpg

Edited by paulgriffiths

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Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym.

This makes it very hard to even wonder what this topic is about. :mellow:

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Posted (edited)

Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym.

This makes it very hard to even wonder what this topic is about. :mellow:

 

Purely to puzzle you. :)

Something different...

Edited by paulgriffiths

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Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym.

This makes it very hard to even wonder what this topic is about. :mellow:

 

Purely to puzzle you. :)

Something different...

 

No, it's just puzzling. Can you offer more details? Can you explain what we're supposed to be seeing in that pic? What does "CACP" stand for?

You said it is a clever idea and that we're probably wondering how you did it. I'm wondering what the idea is in the first place? Demonstrate what you've accomplished here and then we'll wonder how you did it.

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Posted (edited)

 

 

Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym.

This makes it very hard to even wonder what this topic is about. :mellow:

 

Purely to puzzle you. :)

Something different...

 

No, it's just puzzling. Can you offer more details? Can you explain what we're supposed to be seeing in that pic? What does "CACP" stand for?

You said it is a clever idea and that we're probably wondering how you did it. I'm wondering what the idea is in the first place? Demonstrate what you've accomplished here and then we'll wonder how you did it.

 

 How I got the cube to stick outside the portal. 

Can't tell you what CACP stands for because it's all I've got(Hopefully to make a bit of cash) sorry...

 

If you spent time developing this cube sticking outside the portal you will discover CACP.

It's easy copying someones else's work and making money... though I simply wanted  to show that it is possible. :)

Edited by paulgriffiths

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Posted (edited)

you mean like how portals is supposed to work?

Yes.


 

I'm also confused, is this a troll?


I don't know. Either he doesn't know that portal rendering is literally decades old or he's trolling.

 

 

 

That depends how it is done, mine is a single render pass to do the whole thing. No cheating with textures.

Edited by paulgriffiths

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Posted (edited)

Then why not just post this as a personal journal post about you implementing portal rendering? as I see absolutely nothing groundbreaking not already done in lots of other engines or titles.

 

the reason I have to say its not groundbreaking, is because you seem to think you invented something which looks and acts exactly like a traditional portal rendering engine does. :mellow:

 

 

It's easy copying someones else's work and making money... though I simply wanted  to show that it is possible.

We already know it is.  :blink:

Edited by Zervoxe

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That depends how it is done, mine is a single render pass to do the whole thing.


So, you're clipping the object going through the portal while rendering? That sounds similar to screen space portal rendering. Understand, we're not trying to be dismissive or rude, but you are coming across as though you have this great idea that no one has ever seen before and are reluctant to give details, when the technique is approaching.. 30 years old?... now.

I *WANT* to say: "great job!", but you're going to have to come to the realization that this isn't a new and great technique. Get the money idea out of your head and discuss the details, otherwise this thread is useless.

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Then why not just post this as a personal journal post about you implementing portal rendering? as I see absolutely nothing groundbreaking not already done in lots of other engines or titles.

 

the reason I have to say its not groundbreaking, is because you seem to think you invented something which looks and acts exactly like a traditional portal rendering engine does. :mellow:

 

 

It's easy copying someones else's work and making money... though I simply wanted  to show that it is possible.

We already know it is.  :blink:

 

The whole scene is just one render.

So how is it done?

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Posted (edited)

 

That depends how it is done, mine is a single render pass to do the whole thing.


So, you're clipping the object going through the portal while rendering? That sounds similar to screen space portal rendering. Understand, we're not trying to be dismissive or rude, but you are coming across as though you have this great idea that no one has ever seen before and are reluctant to give details, when the technique is approaching.. 30 years old?... now.

I *WANT* to say: "great job!", but you're going to have to come to the realization that this isn't a new and great technique. Get the money idea out of your head and discuss the details, otherwise this thread is useless.

 

 

The end result looks similar to screen space portal rendering, but does that include the object sticking outside the portal?

 

This "screen space portal rendering" should be called "bodging with textures". CACP is more professional.

 

I still believe CACP is new.

 

But yes it is done by clipping :)

The question is what is the clip plane math?

 

I don't want to argue with anyone, I come in piece :)

Edited by paulgriffiths

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Posted (edited)

https://www.youtube.com/watch?v=meedeHieHAE

 

https://www.youtube.com/watch?v=HOfll06X16c

 

... hurry up ;)

 

 

But is it done by textures or CACP?

I believe it's done with textures and rendering the object going through the portal twice.

 

Oh I forgot... CACP can include light and shadows going both in and out the portal. :). You can't do that with textures. (I win!)

 

Looks good though! :)

Edited by paulgriffiths

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Posted (edited)

the first portal rendering usage in games, didn't even have dared to try using render to texture, that means even something like mirrors was impossible had it not been for the original portal rendering technique used back then.

Duke Nukem 3D from 1996 used it.

then you also have Marathon from 1994.

Edited by Zervoxe

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Posted (edited)

I don't know because you won't tell us what CACP is.

I'm guessing:

Cant Achieve Correct Portals?

:lol:

 

 

Yea! Bit like calling a skinny man fatty! :)

You made laugth...


the first portal rendering usage in games, didn't even have dared to try using render to texture, that means even something like mirrors was impossible had it not been for the original portal rendering technique used back then.

Duke Nukem 3D from 1996 used it.

then you also have Marathon from 1994.

 

Does that include both light and shadow both directions? In and out the portal?

That I have got to see? :D

 

If someone can help me with this : https://www.gamedev.net/topic/685005-render-cubemap-to-another-cubemap-with-transparancy/

Ill show you lights and shadows :)

Edited by paulgriffiths

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Posted (edited)

So, first you made the only comparison on how you clipped the scenery according to the portal, now you require it to prove light and shadow as well?

you are aware it was impossible for them to develop something which was flat out impossible for hardware to calculate at the time as it was not hardware accelerated(eg it did not benefit from having an insanely powerful GPU?)

Edited by Zervoxe

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Posted (edited)

So, first you made the only comparison on how you clipped the scenery according to the portal, now you require it to prove light and shadow as well?

you are aware it was impossible for them to develop something which was flat out impossible for hardware to calculate at the time as it was not hardware accelerated(eg it did not benefit from having an insanely powerful GPU?)

 

I know that.

It's done with textures I believe...

 

Or they used CACP, and it's been a secret ever since.

 

Now there is light and shadow CACP is the only way.

 

Still believe I win...:D

Edited by paulgriffiths

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Posted (edited)

I don't see any lighting or shadows in your example picture except simple vertex shading on the box?

 

Help me with https://www.gamedev.net/topic/685005-render-cubemap-to-another-cubemap-with-transparancy/

Ill show you...

 

Im quite new to opengl.

Though I'm quite chuffed with CACP.

Edited by paulgriffiths

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Posted (edited)

Interesting...

Is this portal thing inspired by a tutorial as the code in the other thread, if so which ones as I'm curious to look at code...

 

I don't understand what your asking?

 

All help appreciated! :)

If your asking where is the tutorial for the portal? There isn't one, I invented CACP.

Edited by paulgriffiths

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Posted (edited)

I assume you know there is quite a bit of a difference between portals like in the games like Portal and Prey, and Portal Rendering system which is used for a quite different purpose? This does not exclude one from the other to be combined.(or as you rather grossly(I use grossly because I can't think of any scene management system which doesn't allow for this to happen) described it worlds within worlds).

Edited by Zervoxe

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