inlimbo

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About inlimbo

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  1. but crytek doesn't do any preprocess for LPVs, right? so they're generating that voxel grid in real-time by deconstructing/resampling gemoetry?
  2. from what i can tell the ring isn't touching that surface at all, which is not merely an illusion of the reduced shadow accuracy since it looks like they're using direct and indirect shadow maps there. i mean, you can see a mild peter pan effect during the camel's run, for example, but that's acceptable as far as i'm concerned.
  3. looks like LPVs are an optimized variant of point-based/fuzzy GI? i was convinced they were doing general light transfer without considering the shadow problem, but i guess that's kind of impossible given if you have enough bounces in any solution you're gonna get some indirect shadow, right? though that might depend on how you handle your ambient light. i don't yet have enough programming experience in this area to properly make sense of these techniques. i mean, i realize crytek is dealing with vast geometry and effect overhead, so whatever the effect its use is gonna be limited in their games, but it seems i was pretty mistaken about their methods. ^edited this a bunch. sorry if it's a mess for anyone reading.
  4. not ruled it out so much as i've never seen convincing results. and i don't know much about the technique. but what games use it besides crysis 2 and a handful of upcoming ce3 games? even crysis 3's indirect lighting is remarkably flat, but i imagine their tradeoffs are steep. if i experiment with the sdk can i hope to see results like what i posted?
  5. imperfect shadow map reference: [url="http://www.youtube.com/watch?v=Pdp3rfyFF14"]http://www.youtube.com/watch?v=Pdp3rfyFF14[/url] [url="http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/"]http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/[/url] [url="http://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps/"]http://levelofdetail.wordpress.com/2008/12/19/imperfect-shadow-maps/[/url] point-based GI code sample: [url="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html"]http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html[/url] i want GI and radiosity done cheaply in real-time. accuracy is not crucial, but [i]look[/i] and function are. imperfect shadow maps seem an ideal solution, but i've never seen in practice in a real-world context. that brings me to the favor i have to ask: does anyone have a modest game up and running they could transplant some of that sample code into? i'd love to see this stuff up and working in a game i could actually play, or at least watch. it'd be a hugely appreciated effort.
  6. the mesh paint tool specifically. in the first quakecon demo of rage matt hooper toggles between a preview of a final level and a decal layer underneath as he and carmack explain that the tool works like photoshop and that each brushstroke is saved to history. so are maps saved in two formats, one editable with all decal history and one with a final/preview baked down megatexture? and how do do they deal with memory limitations in id Studio? is that decal information streamed during editing or do they have the benefit of a highend server infrastructure? i guess if the predefined texture sets they work from are part of the megatexture, they can almost infinitely layer them with no real concerns, or is that wrong?
  7. simple WYSIWYG editor

    i wanted you tell you, but you never listen. you never understand. so i keep walking
  8. simple WYSIWYG editor

    this thread is completely hijackable
  9. simple WYSIWYG editor

    you're the reason i live; you're the cause of my death. i love what i can't have
  10. simple WYSIWYG editor

    do you guys listen to jandek very often? i am explicitly drunk again
  11. simple WYSIWYG editor

    ideally it'd be something garry's mod, except designed for asset creation. i don't like the more traditional workflow of something like maya or 3dsmax
  12. simple WYSIWYG editor

    i've wanted to work on a project like this for sometime. ideally it would be a very basic modeling and animation tool at first, designed to be expanded into something greater. support for primitives and simply polygon manipulation would be the hallmarks, along with some simple scripting as well, and maybe some premade organics complete with bones. the idea is to have what-you-see-iswhat-you-get editor to work from, in a fairly intuitive manner. i don't want to post a formal request because that's jst a waste of time and i am fairly drunk, so pleae excuse all of this. but if anyone has any interest in helping me starting something like this, i would appreciate it