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weezl

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  1. Levelup 0.8 just went up!   
  2. I've been working on a little tool to help my development for flashgames, and it's coming along quite well, so i'd like to share it with the gamedev community.   Levelup is an editor to create tiled maps, much like Tiled or Ogmo. But since i dislike the workflow of both those tools and i felt a lack of functionality in some departments i started creating this one.   Major features(as of v0.7b) include: Project, Map and Asset management. Indefinite mapsizes, no restrictions to tile in any direction. Powerful brush tools to create your map. Creating Entities with custom attributes (enemy spawns, doors, switches, chests etc). Export to XML in an easy-to-parse format. Focus on workflow and usabilty (this dept. still needs work)   This tool is still in heavy development and i will pump out updates on a regular basis. Even if i manage to break the file format at some point, you will be able to import your older maps in the newer versions, so there's no fear to have your files rendered obsolete (i hope).   So far the feedback on this thing has been a little underwhelming so there might be a lot of quirks i do not know about or i got accustomed too, so please point them out.       The visual appearence is more or less experimental and inconsistent throughout the tool, so that requires some work, but is of low priority as of yet.   For a complete feature rundown, more info and a download (v0.7b) you can check the makeshift homepage (aka wiki page).   So long, wzl \o
  3. I created an [url="http://www.indiedb.com/games/into-beyond"]indiedb site for Into Beyond[/url]. Those interested can follow the progress there ;)
  4. Hey gamedev people \o [img]http://dl.dropbox.com/u/12237727/Spacehunter/ss/coll4.png[/img] Few weeks ago I started working on a prototype, that I am now trying to make into a game. First off, here's a very recent video: [url="http://www.youtube.com/watch?v=Jb9yz5RcVJw"]Into Beyond - change log 7[/url] It is in a pretty early stage of development, and will gradually evolve to be considered a game in the next couple of weeks as i am adding features and content. Next up is adding some enemies and behavior, to get some actual gameplay done. I will try to put new footage of those additions around the 1.december, so look forward to that Finally i want to mention that this project is currently live on 8bitfunding ( http://8bitfunding.com/project_details.php?p_id=257 ) . So if you're able to support the development, i would really appreciate it You can find more info on my blog: [url="http://redwatergames.blogspot.com"]redwatergames.blogspot.com[/url] Thanks in advance wzl
  5. http://dl.dropbox.com/u/12237727/lightsuccess.PNG \o/ thanks for all the help! now i can finally start at wrapping it all together nice and tight and progress on it
  6. So, from what i gather is the light position is in world space and needs to be converted to view space. since view space is the camera space i use the camera transform (lookat matrix) and load it prior to assigning the light0 position, since the current modelview matrix will apply to the light position. [code] GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref Game.Camera.Transform); LightPosition = new Vector(0,Calc.Sin(Time.Total*3)*10,0); GL.Light(LightName.Light0, LightParameter.Position, LightPosition); [/code] this however changes nothing in the outcome. The other way you mentioned [i]>>One way to fix your problem would be to calculate the L vector in the vertex shader by transforming gl_Vertex with a WorldMatrix you provide yourself, then read and normalize it in the fragment shader.[/i] not sure i understand it
  7. i think im all confused with all those spaces being called differently everywhere... so, yes, i think the light is in worldspace.. now what is viewspace and how would i transform the lights position into viewspace then?
  8. Actually i tried both, using the GL_LIGHT0 position parameter and passing the lightposition as uniform vector to the fragment shader. Both yield the same result. [code] //game code /* I tried loading the identity matrix before setting the light * parameter to make sure the current view matrix is the default, * after you mentioned the matrix would apply to the light position * result was the same though*/ GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); sphere.Position = LightPosition = new Vector(0, Calc.Sin(Time.Total*3) * 10, 0); GL.Light(LightName.Light0, LightParameter.Position, LightPosition); GL.UseProgram(program); int loc = GL.GetUniformLocation(program, "lightpos"); GL.Uniform3(loc, 1, LightPosition); [/code] Here's the code as from [url="http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php"]http://www.opengl.or...rs/lighting.php[/url], with some modifications for only using diffuse lighting [code] //VS varying vec3 N; varying vec3 v; void main(void) { v = vec3(gl_ModelViewMatrix * gl_Vertex); N = normalize(gl_NormalMatrix * gl_Normal); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [/code] [code] //FS varying vec3 N; varying vec3 v; uniform vec3 lightpos; void main (void) { vec3 L = normalize(lightpos - v); // tested using lightpos and gl_LightSource[0].position.xyz //calculate Diffuse Term: vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0); Idiff = clamp(Idiff, 0.0, 1.0); gl_FragColor = Idiff; } [/code]
  9. Hey there, i've started implementing fragment lighting, as it is explained on http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php (using the single point light source code) that results in this: http://dl.dropbox.com/u/12237727/lightfail.PNG while at first it doesn't seem so bad, notice that the actual light source is the orange ball floating above the cubes (located at (0, 10, 0), origin is where the red sphere lies). Though the polygons are lit differently regardless in which direction they are facing. since nehe is using basically the same shader code in one of his tutorials, i can probably assume that it isnt the shader codes fault. my guess is that some matrix transformation is off, screwing with the normals, or orientation of the cubes. each cube has its own matrix which is multiplied upon the matrix stack of the modelview when they are rendered. but from what i understand that should be taken care of in the vertex shader from the above sample.