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dfanz0r

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About dfanz0r

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  1. Was thinking the same. However it looks like shaders use amdil and not hlsl byte code input. I don't know if there is a tool available out there to generate amdil from either glsl or hlsl   I've been looking into this today, along with that MantleHelloTriangle repo. So there is an older tool that was released pre gcn that will give AMD IL output from GLSL, HLSL, and several other formats including AMD IL. Its called GPU ShaderAnalyzer: http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanalyzer/   If you want to look into AMD IL there is also the documentation on it. http://developer.amd.com/wordpress/media/2012/10/AMD_Intermediate_Language_%28IL%29_Specification_v2.pdf   One thing that that i am worried about though is this wording in the mantle docs: "At present, an IL is based on a subset of AMD IL."   So some trial and error may be required to figure out what parts of AMD IL will work with mantle.   I have what seems like it should work as a super basic shader. Vertex shader: copy vertex position to output Fragment/Pixel shader: Change output color to red il_ps_2_0 dcl_output_generic o0 dcl_literal l0, 1.0, 0.0, 0.0, 1.0 mov o0, l0 end il_vs_2_0 dcl_input_generic v0 dcl_output_position o0 mov o0, v0 ret_dyn end
  2. dfanz0r

    Best lighting technique?

    [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]L. Spiro we will certainly be looking at that.[/background] [/font] What are the other available options, that we should consider looking into?
  3. dfanz0r

    Best lighting technique?

    I will be learning more as i go, so yeah. The other guy knows more than i do, but he didn't want to make the thread though. This thing will be very long term the game is more our final goal, we are planning it out and are going to learn how to do things along the way. We don't really care how long it takes, but we are going to do it. We probably wont actually get into making the game for 3 or 4 years from now until then we will probably be working on engine stuff slowly. But this topic isn't about that, we want to know what fits our wants for lighting the best. We will look into it and learn how to do it.
  4. dfanz0r

    Best lighting technique?

    We know it will take less time, look better, and perform better using tools like UDK, CryEngine, Unity, etc. We are mainly doing this to learn, using those tools we can't learn very much. This will be more a hobby project as of now, but may change in the future. We have been throwing ideas at each other for this game since February. We have a name, and many aspects of the game decided upon already, really the major thing left is what types of lighting we will use in the game. We believe light either makes or breaks the look of a game. We want to do things right, which is why we came here. [background=rgb(250, 251, 252)]Please no [/background]more answers about trying to get us to use a pre-built engine. We have someone working on some models for us, so we should be good on those for now. Also Radikalizm i would like to go with a dynamic solution also, i don't want to spend hours pre-processing lighting for a scene.
  5. dfanz0r

    Best lighting technique?

    We want to have multiple BRDFs and we will definetly have lots of light sources because we are randomly generating a city so there will be lamp posts and stuff like that. We are going to be using cascaded shadow maps for shadows, SSAO will be there for sure. We would like to have translucent objects, and subsurface scattering but its not really a priority. Photorealistic is what we eventually want to achieve. However, we are not sure how to approach it. We have read some articles on different global illumination models but we are not sure if any are suitable for dynamic objects and lights. So hopefully somebody could point us in the right direction with this?
  6. So me and this other person are about to start making a game. We will be creating the engine ourselves, and we have come to a roadblock. We have no clue what lighting technique will be good for us. So what are good options that will give us a very great looking game without weird little quirks, and with a good performance. The game will have day night indoor and outdoor scenes. Hard math is not a problem
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