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About toasterthegamer

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  1. If it were me I would use a post processing effect to render the nebula. You can apply a blur to soften things up and also use the depth map to smooth around objects(space ships or whatever).
  2.   D3D11's resouce limitations page says that it is limited to 2048 array slices. Is 512 array slices more accurate? Also is there a limit on how many arrays you can have(other then memory)?   Texture2DArray D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION (2048 array slices)   https://msdn.microsoft.com/en-us/library/windows/desktop/ff819065%28v=vs.85%29.aspx   Thanks, -Toaster
  3. Why not use two parabolic shadow maps for point lights? You can use the filtering methods you would normally be able to use for directional shadows.    http://graphicsrunner.blogspot.com/2008/07/dual-paraboloid-shadow-maps.html   I imagine you might even be able to render to it with one pass using a geometry shader too.   Thoughts?
  4. I haven't really worked with much lately... But here's some stuff I played around with in the past (2-3 years ago):   https://www.youtube.com/watch?v=Gp39FzqtiSQ https://www.youtube.com/watch?v=78EIRWS-J0U https://www.youtube.com/watch?v=3G6Z9mGvuXM   I would love to develop professionally, but I don't have a degree or the work experience required sadly.
  5. The best answer I can give you is to make your own. Besides doing that I don't really know of any map format that supports octrees. A quick google search reveals this: http://octomap.sourceforge.net/ Not sure if that's what you are looking for or not.
  6. One of my friends has a good blog post he did on the issue you can check it out here: http://theinstructionlimit.com/gaussian-blur-experiments Hope this helps!
  7. http://alexcpeterson.com/spacescape
  8. Don't forget to look into the logarithmic z-buffer too, it helps a bunch!
  9. OpenGL

    I was also thinking since you are planning on selling this you might want to look into introducing more complex atmospheric scattering models. Make it something the user can change depending on what machine he is running on. Also supporting more engines besides [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Ogre3D [/left][/size][/font][/color]would be a step up as well. Although I'm not sure how you would go about doing that.
  10. OpenGL

    I don't particularly like your scattering method, but I think it looks decent enough and the performance is there which is the important thing. You might want to consider adding stars next? It would also be neat if you could change the brightness and number of stars depending on the atmospheric conditions and global light from cities. For instance a large city might have 5-10 bright stars, where out in the country there could be thousands. Hope this helps!
  11. Looks good can the same effect be applied in directx9 or 10? Or are you using specific DX11 shaders? Thanks, -Toaster
  12. OpenGL

    Looks good but I agree with swiftcoder. Your scattering looks a bit off. Also configurable clouds and god rays will help improve the overall look of things. HDR can help a ton for skys as well. -Toaster
  13. [quote name='Jason Z' timestamp='1323710364' post='4893175'] I like that idea - then you could have user submitted blocks, or even a constantly updated standard library of blocks that would immediately incorporate the changes online. That would be pretty cool Do you know if Squid support usage by C++, or is it strictly in the managed realm? [/quote] I'm pretty sure its strictly managed languages only. However if you contact the developer they might be able to work something out with you. They are always eager and willing to help out when I've had dealings with them. -Toaster
  14. We're using SlimDX and DX11 in combination with a GUI system called Squid. [url="http://www.ionstar.org/?cat=2"]http://www.ionstar.org/?cat=2[/url] I'm thinking I will implement the custom blocks idea you mentioned, maybe even have it connected to some sort of online database as well. -Toaster
  15. Hey guys, I'm currently working on a graphical shader editor similar to what can be found inside of the Unreal Engine. Currently things are very simple drag a texture onto the board and it creates a Texture Sampler. Connect textures with math functions and produce your final output. Since I'm using a light pre pass system I'm also letting the person define the Normal's/Translucency/Etc for the light pre pass generation so it actually creates 2 shaders as the end product. If you are an artist or programmer I would be interested to know what features you might want included. For the programmer I was thinking of a final shader output that could be edited in realtime and then have it update the graphical objects as well. And then for artists having some sort of predefined effects(reflections, refractions, normal mapping, etc), that they could add to their shader drag and drop style. Any thoughts advice and ideas are welcome! Thanks, -Toaster