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About SimanQzia

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  1. Sure, I'll check those sections before posting all the other projects :} Thanks!
  2. Export 3D model to an Isometric view image?

    [left]Thanks, that was quite what I was searching for, however it's not pixel-accurate camera.[/left] [left]Something that would work with this position formula :}[/left] [left]x(screen) = x?z[/left] [left]y(screen) = y + (x + z) / 2[/left]
  3. Does anyone knows a good efficient method to export rendered 3D model to Isometric view? I would also like to hear some suggestions what kind of 3D Modeling software are the best and user-friendly. I appreciate for the time and help! :}
  4. Greetings again, That's a second project that I'm posting in this forum. I was searching for more efficient ways to generate and draw lighting or shadow layers. However, I never came up with a way that I can apply to both, OpenGL and DirectX. [i][u]Note[/u][/i]: I've also attached two demos. [i][b](High Quality Set)[/b][/i] 1. Day lighting demo, just sun shadow generation which has a lot of options. [attachment=9001:Daylighting Demo.rar] 2. Room and day lighting demo. [attachment=9002:Room Lighting Demo.rar] [size=6][b]1. Static Lighting Generation [/b][/size][b](OpenGL & DirectX 7/9)[/b] At first, I programmed static lighting tool that allows you to generate lighting layer and export it as an image. I even made some use out of it. I used it to generate shadow mapping for a game called [url=""]CS2D[/url]. You can check a short preview of it. Just in case, it is available to [url=""]download[/url]. [media][/media] Tool Screenshots [img][/img] [img][/img] [b][size=6]2. Real-Time Methods and Improvements[size=5] (OpenGL & DirectX 7/9)[/size][/size][/b] [size=4]I felt like it's not enough, so I tried going further. The main problem I had, the slow calculation of light and the process to record it in the image.[/size] [size=4]So, I came up with several improvements. I saved every pixel of light source that was recorded in main pixel map. This way I just had to remove only the pixels that are necessary in the update - light moving or map changing.[/size] [size=4]Later on, I changed all the pixel map drawing to scaled image on the screen. All that was left, to overwrite buffer image only when necessary, that is when player or light is moving, or walls appearing/disappearing.[/size] In the end, I managed to create an algorithm that generates light pixels way damn faster, that was the last step till now. [size=6][b]3. Practical Use[/b][/size] [size=4]Finally, my lighting library was finished. I searched for the ways to use it. The library was written in BlitzMax and C++Languages. Surprisingly, it was applied on new [url=""]CS2D version ([/url][/size] Don't mind that daylight shadows shows up in room, that was decided by the creator of the game. The original library disabled day lighting in the rooms ;} [size=4]Comparison between new with Lighting and old CS2D.[/size] [size=4][img][/img][/size] [size=4]Video Preview Of The Engine[/size] [media][/media] [b][size=6]4. Open Source 2D Lighting Library[/size][/b] I didn't intend to release it to public, however I think I could share it if someone ask it privately :} I'm also searching for the people whom I could use this engine for! I could also create a tutorial, that will depend on interest and feedback. Enjoy!
  5. [size=5][b]***UPDATE*** Voxel Engine Basic Platform & Physics (OpenGL)[/b][/size] [size=4]I forgot to mention that I was working on Voxel Based Real-Time Platform Engine. I've also attached demo file so you can check it out :}[/size] Controls: Space and Arrow keys. [attachment=8993:Real Time Voxel Platform Demo.rar] My achievements:[list=1] [*]Fast voxels drawing with depth [*]Simple and basic lighting [*]256 colors for voxels [*]Create or move loaded voxel objects [/list] Screenshot [left][img][/img][/left]
  6. [quote name='The Great Radio' timestamp='1337279069' post='4940996'] A tutorial would be great! [/quote] Thank you for the interest. However, in my opinion that would be quite much of work for nothing :} I don't really wanna spend a few days on article/tutorial which won't be read.
  7. Yeah, sure. I've just attached [b][url=""]Voxel Destructible Tile Engine Demo V2.rar[/url][/b] [left] It has voxel map of the size 1024*224*1024 and needs about 235MB Ram.[/left] [left]You can notice that there is no initialization time. Probably that's where my journey with engine development ends. I have no further ideas to implement, except to rewrite it in C++ and improve speed like 2-3x times. PS: If there will be requests, I might share some of the source or make a tutorial ;}[/left]
  8. [left]Greetings Forum,[/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]To begin with, recently I decided to work on[/font][/color][color=#000000][font=Verdana, Arial, Helvetica, sans-serif] [/font][/color][b][url=""][color=#000000]Isometric[/color][/url][/b] engine[/size][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]. However, it was simply too boring.[/size][/font][/color][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]So, I came up with an idea to make [/font][/color][b][url=""][color=#000000]Voxel[/color][/url][/b][color=#000000] [/color][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]based isometric terrain for the game.[/font][/color][/size][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Before the main post, the programming language I use is BlitzMax which is rather slow. However the code I have written can be simply rewritten in C++, since the syntax is only thing that differs. I have attached the files to the thread, Terrain demo's works on OpenGL, in case you have some problems, tell me. Tile system demo works on DirectX.[/font][/color][/size] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]I may compile it for DirectX or vise versa in a minute.[/size][/font][/color][/left] [left][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=6]1. Voxel Based Terrain[/size][/font][/color][/left] [left][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=2][size=3]Note: Demo Applications Are Attached To The Post[/size][/size][/font][/color] [size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]At first, I made isometric tile based terrain which supported some height values [/font][/color][/size][i](1st part)[/i][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3].[/size][/font][/color][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Secondly, I used [/font][/color][/size][b][url=""][color=#000000]Cubic Spline Interpolation[/color][/url][/b] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]for both, X and Z axis to create smooth edges for the terrain.[/size][/font][/color] [size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]That way I created prime voxels. [/font][/color][/size][i](2st part)[/i][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Later, I found a solution to draw voxels properly [/font][/color][/size][i](3rd part)[/i][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3], though the method is rather too slow for real time rendering.[/size][/font][/color][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]4th part shows how I implemented texture displaying on the terrain.[/font][/color][/size][/left] [left][size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Terrain collisions already have been implemented. In the end of terrain development I also implemented lighting + map bumping.[/font][/color][/size][/left] [left] [size=3][font=Verdana, Arial, Helvetica, sans-serif][color=#000000]The practical use of engine's terrain would have been:[/color][/font][color=#000000][font=Verdana, Arial, Helvetica, sans-serif] export the voxel [/font][/color][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]terrain as image tiles and use it in the game. That was the progress with voxel terrain:[/font][/color][/size] [img][/img] Real-Time Lighting Implementation: [img][/img][/left] [img][/img] [left][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=6]2. Voxel Based 3D Tile System + Destructible Terrain[/size][/font][/color] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]Note: Demo Applications Are Attached To The Post.[/size][/font][/color][/left] [left] [size=3][color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Well, to play with voxel engine was quite fun![/font][/color] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif]I have accomplished terrain system in just couple of hours and wanted to try something more complex.[/font][/color] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif]The next step was to create 3D tile system. I did it and implemented[/font][/color][font=Verdana, Arial, Helvetica, sans-serif][color=#000000] [/color][b][url=""][color=#000000]Destructible Environment[/color][/url][/b][/font][color=#000000][font=Verdana, Arial, Helvetica, sans-serif] as well.[/font][/color] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif]I found a lot of optimization methods, but I had one simple problem to which I still do not have a solution.[/font][/color] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif]Unfortunately, I didn't found any proper way to create fast real time 3D voxel bumping/day lighting.[/font][/color][/size][/left] [left][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]My results so far [img][/img][/size][/font][/color][/left] [left][color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=5][img][/img][/size][/font][/color][/left] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=6]3. Voxel Engine Basic Platform & Physics (OpenGL)[/size][/font][/color] I've also attached demo file so you can check it out :} Controls: Space and Arrow keys. My achievements:[list=1] [*]Fast voxels drawing with depth [*]Simple and basic lighting [*]256 colors for voxels [*]Create or move loaded voxel objects [/list] Screenshot [img][/img] [color=#000000][font=Verdana, Arial, Helvetica, sans-serif][size=3]Enjoy, I hope you find this interesting! Waiting for feedback :}[/size][/font][/color]