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awingsoft

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About awingsoft

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  1. awingsoft

    Awakening 3.6 Released! It's freeware!

    Awakening3.6 is complete freeware. The Buy Now button is for version 3.5 :)
  2. awingsoft

    Awakening 3.6 Released! It's freeware!

    yes, only runs on Windows system.
  3. Awakening is a powerful, fast, lightweight, and easy-to-use realtime 3D solution. With it, you can easily create eye-catching interactive 3D presentations, brief films, games... Awakening 3D solution includes three modules: Scene Editor ( Awakening.exe ), Scene Player ( WindsPlayer.exe ) and Web3D Player ( supports IE & Firefox family ). Awakening presentations can far and wide use in entertainment, education, advertising, and so on. Awakening's purpose is some like Flash, but it is native & full 3D. Why Awakening? * Compact The Lite Version only 2,854K; and the Web3D Player is about 400K. * Low System Requirements Only need DirectX 8.1 level 3D accelerator. * Easy-to-use Built-in animation editor, lightmap baker, physics system; use Lua scripting language to control everything. * Rich and Customizable Post Effects Presets brightness/contrast, blur, distort, desaturate, levels, threshold, bloom, etc; And just need writing shader to custom post effect. Download: http://www.awingsoft.com/zips/Awakening36.exe Learn more: http://www.awingsoft.com
  4. awingsoft

    Awakening 3.0 Released!

    Awakening is powerful rapid application authoring tool for efficiently creating interactive 3D content. With it, you can easily creating eye-catching interactive 3D presentations, animated 3D web, brief film, game... Awakening 3D solution include three modules: Scene Editor ( Awakening.exe ), Scene Player ( WindsPlayer.exe ) and Web3D Player ( supports IE & Firefox family ). Awakening presentations are typically used for making short movies, product and architectural visualizations, e.g. for sales, support and e-learning purposes, or, for product branding or prototyping. Main features: *Robust lighting *Full animation support *User-friendly physics system *Efficient Visibility Testing *Flexible Shader Text support *Particular Blur Rendering *Realtime Post Processing *Compact web3d player Download (26,298K) For more information and download, please goto our forum. Sincerely yours, AwingSoft http://www.AwingSoft.com.
  5. When programing in water rendering, I've met a perplexing problem about projected texture coordinate. I render scene to a texture, then project to a surface to simulate water. So need generating texture coordinates for the surface in real time, I use vertex shader to do this (and no use pixel shader in whole water rendering). First, My vs codes is: vs.1.0 m4x4 r0, v0, c4 //v0 - Vertex Position //c4-7 - Composite World-View-Projection Matrix mov oPos,r0 //c0 - { 0.0, 0.5, 1.0, 2.0} add r0.x, r0.w, r0.x // r0.x = (pos.w + pos.x) * 0.5 mul r0.x, r0.x, c0.y add r0.y, r0.w, -r0.y // r0.y = (pos.w - pos.y ) * 0.5 mul r0.y, r0.y, c0.y rcp r2.w, r0.w // r0.xyz/=pos.w mul r0.xyz, r0, r2.w mov oT1, r0 mov oT3, r0 and texture stage states is: // stage1 ColorOp[1] = SelectArg1; ColorArg1[1] = Texture; ... // stage3 ColorOp[3] = BlendDiffuseAlpha; ColorArg1[3] = Texture; ColorArg2[3] = Current; These codes gets a halfway success: when camera is faraway to water surface, everything looks well; but if camera close to water, the projected texture looks distorted and chapped. see below screenshot: After many attempts, I've found the solution finally: remove the w-division from vertex shader, and do the division by setting TextureStageState - D3DTSS_TEXTURETRANSFORMFLAGS. So the modified vs codes is: vs.1.0 m4x4 r0, v0, c4 //v0 - Vertex Position //c4-7 - Composite World-View-Projection Matrix mov oPos,r0 //c0 - { 0.0, 0.5, 1.0, 2.0} add r0.x, r0.w, r0.x // r0.x = (pos.w + pos.x) * 0.5 mul r0.x, r0.x, c0.y add r0.y, r0.w, -r0.y // r0.y = (pos.w - pos.y ) * 0.5 mul r0.y, r0.y, c0.y mov oT1, r0 mov oT3, r0 and modified texture stage states is: // stage1 ColorOp[1] = SelectArg1; ColorArg1[1] = Texture; TextureTransformFlags[1] = Count3|Projected; ... // stage3 ColorOp[3] = BlendDiffuseAlpha; ColorArg1[3] = Texture; ColorArg2[3] = Current; TextureTransformFlags[3] = Count3|Projected; This time the result is satisfying, the water looks well from anywhere: So I have a question: why do the w-division in vertex shader cause the distortion? (Is it perspective-correction correlative? Is there a method to disable perspective-correction in D3d 8.1?)
  6. Awakening 2.5 Extension Package - Atmosphere & Terrain Rendering System Released! ========================================================= The system can simulate realistic terrain appearance and atmospheric effects under various weather conditions. Use this system to create fantastic outdoor, natural real time 3D scenes in Awakening. Real Time Demo Download (2,246K) More Information
  7. awingsoft

    a new easy 3d game engine

    The engine is no relation with Quake3, but the rocket model is from Quake3. for more screenshot: Click Here
  8. awingsoft

    a new easy 3d game engine

    demo updated: problem fixed & web3d version, play FPS game on web page ( currently supports Firefox ): web3d version
  9. awingsoft

    a new easy 3d game engine

    Edit scene and write some lua script code to make game, no need write any c++ code. If you are not a professional c++ programmer, but want to make 3d game, this tool is a good choice. more detail
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