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ghostd0g

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About ghostd0g

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    didito
  1. ghostd0g

    Vulkan Resources

    regarding Intel Drivers - should also say "Note that Vulkan support is now part of INTEL's official drivers, so simply getting the latest drivers should give you Vulkan support". Has been like that for a while. https://www.intel.com/content/www/us/en/support/products/80939/graphics-drivers.html
  2. really, nobody??? is my post not clear, too stupid or not doable? in the meanwhile i found out about "glossmaps" here - http://www.ozone3d.net/tutorials/glsl_texturing_p05.php#part_5 but i cannot afford cubemap texture lookup ... i will try to continue on the weekend ...
  3. hello all, i am trying to do a really easy (i guess) effect/shader for some of my "special" objects (read meshes) in my engine. the player should be able to spot them easily and therefore pay attention. not totally in your face kind of style, but also not too subtle so after some brainstorming and playing some other games while observing how they did it, i wanted my object to - pulsate/fade from diffuse texture color to some predefined fade-to color (i.e. white). no problem, feeding some time variable into a configurable sine equation in the pixel shader and mixing (lerping) diffuse map and fade-to color in one pass. problem: did not look too good. the pulsating effect was ok, but in general very pale, very flat. probably because of the missing specular lighting - no light position and eye position dependancy yet. so, i could go that direction and calculate some more realistic lighting and maybe even use a normal/tangent map or i could go another (hopefully cheaper) route, which i remember from some games. they had this translucent highlite "shimmer" periodically moving over their surface. the moving direction and intensity was always the same. shadow complex did it on the health paks (i am starring at it right now), quake 3 i think did it on alot of powerups. sorry, i searched but cannot find an illustrating screenshot. and since shadow complex is on XBLA, i cannot make one to make myself more clear. it is neither something like an "external" effect (particles, light rays, ...) nor is it some glow or outline shader (i already had that). i hope you understand the effect i mean. so, long story short - now i am struggling with this moving shimmer. how can i make a specular highlight move across the whole mesh. i guess some clever texture coordinates or texture matrix manipulation (rotation?). how should the specular map look like? like a reflective linear grayscale gradient (black --- white --- black)? and do i need to use texture projection? i already tried moving some gradient map along my mesh (a cube right now), but the UV coordiantes are the same on each mesh surface of course, so it looks like the the gradient moves along each cube side, which looks shitty. and on a higher level i struggle again with this: my embarassing problem is i think i understand most of the flexible render pipeline exposed by hardware and software nowadays and i understand (or know where to look for) realistic lighting equations. well, i have some professional experience and i built and used such systems. but i really have no idea or creative sparks when it comes to how to fake such effect stuff ... maybe with some math tricks like in the old days (i.e. texture combiners, animating texture coordinates, using sine here, cosine there, ....). resources on these topics are very rare and getting even rarer. bc most articles and blog posts consider highperf console and PCs. btw, i work on mobile devices (iOS, GL ES 2.0, GLSL). so i cannot and prefer to not have expensive multipass or multi-rendertarget technique. sure, devices are catching up pretty quickly these days in terms of graphics capabilities, but you always need to support the older hardware generations as well. anyway, i consider myself a good google searcher but i never find stuff like this. like basic shader effects and HOW TO achieve them. sure there are tons tutorials and books and articles about blur, glow, DOF, and much more complex stuff ... i own or have read some of them. and there are basic shader tutorials which cover texture blending, diffuse maps and alpha manipulation or the 10th toon or noise (marble, wood) shader implementation. but not the simple tricks for problems that i have. why is that? why not cover basic shaders that you can use or start off? a book title would be "applied shader effects" i also know that there is nvidia's shader library and while being helpful and interesting i cannot use it in any game prototype, bc they are for very special problems and i don't feel like i can easily extend them. one thing i found tough was those shaderpacks for the torque shader engine. http://liman3d.com/shaderpackvol1_overview.html of course they cover also toon, gooch, and velvet shaders, but also some solid basic effects. i would buy it instantly, but it is for torque and probably in their own shader dialect or HLSL i don't want to read and translate everything just for the sake of it. also my current problem is not really covered well, but this is my higher level problem and i hope it will be resolved with more experience. until then can anyone help me with my core question? thanks a ton, any input welcome didi
  4. hello y'all, i would like to implement a probably very basic effect which was used a lot in demos (and games) a long time ago but i am not sure what this effect is called, neither do i exactly know how to implement it ... i'll try explain what i want to achieve: i start from a surface with a solid color (in this case the backbuffer cleared with some color). now by having objects (rendered with a different color) passing by in front of it i want the surface to get something like scratches in this different color or that the objects leave traces (those don't have to be with soft edges) on it. and when i stop those objects to move i want the solid color of the surface in the spots where those traces are slowly get restored. i guess in the old days it had something to do with not clearing the backbuffer or storing (copying) the current backbuffer before swapping and then blending this image with the new frame. was it called feeback effect??? i don't know ... back in the day they cannot have used programmable shading so i would be interested in how to do this via the FFP or via shaders. sorry, if there seems to be a really obvious solution to this very basic problem. but right now i am stuck with and i am still starting to learn how to think computer graphics bounds of order to achieve my visualization ... if some of you guyes could shed some light on this topic for me would be great. thanks and regards, didi
  5. ghostd0g

    motor bike/cycle physics

    yeah, that is what i could do if i mod a game. i already did that, it is no problem. but the input was not the question. sorry for being not clear. my question was more the game part. because we need to change the graphics into something custom (not race game style), so we can't just use any motor cycle game. so either i find a game that is modifyable or build a simple game on my own (which i prefer). and therefore i need hints on open source games/demos or tutorials, articles, books. i can't find anything on 2 wheel physics ...
  6. ghostd0g

    motor bike/cycle physics

    hi. i would like to do an project with sensors as an alternative input method and use a motor bike/cycle game as visualization. my possibilities here: a) mod an existing game -> but i don't know any of these games on PC. b) use an existing (open source) game engine -> could not find any that fits as this kind of game. c) develop my own small game from scratch. i am not worried about the visuals, more about the physics (feeling at accelerating, braking, steering/leaning and the contact handling to the surface) of handling a motorbike. they don't have to be super accurate or realistic. it should feel like one of those arcade games and be fun. -> i found some resources for vehicles dynamics, but not for 2 wheel bikes. any help, thoughts, ideas are welcome thanks!
  7. you definitly need some spatial partitioning system and a near- and far-phase intersection testing. you might be interested in * Real-Time Collision Detection and * 3D Object Intersection @ realtimerendering.com *hth* didi
  8. @2 thanks man, how could i overlook that ... @1 hmm, and is there a non standardized (just nvidia) way? or how could i estimate it. do the drivers store the raw bytes + some overhead (how much?) or do they process (compress?) the uploaded images in some way (efficient mipmaps)? [Edited by - ghostd0g on June 4, 2007 7:25:37 AM]
  9. hi folks, two short questions: 1. is there a standardized way to get the current amount of used texture memory (in total or for one gl context)? 2. how can i actually really read back pixelvalues (for further processing on the CPU) from gfx-mem to main memory? or is this even possible? thx in advance
  10. hello again, i'm also looking for an animation framework/API and i also didn't really find such a thing in the forum or the gameliblist. essentially the functionality i need comes down to changing different shared values along some predefined curves (fadein, fadeout, ...). i already coded with the tweening classes in flash actionscript and somehow liked the concept. for example you can get notified when the animation is finished. i would be interested how i could implement that myself and integrate that into (let's call it) an engine. could someone give me some architectural hints how/where to start?! it should not be all-purpose but clean and flexible design :) i thought about some kind of animationcontroller and observer pattern thingie but maybe someone already has some ideas and experience or tips ;) i guess a good timer is important too. thanks again
  11. hi there, i'm looking for a free mass-spring-system. it should be (numerically) rather stable, not too shacky and have support for a distance constraint between the single springnodes. [H]--/\/\/\--[N]--/\/\/\--[N]--... <----D---> i want to attach the spring head (H) to some moving point. the other nodes (N) should then of course follow the head (stretch first, then come after). the minimum distance constraint (D) should be fullfilled (with some small vershooting of course). when the head moved too fast the whole system should not go nuts but rather be slow. i already tried and re-implemented some example-code i found on the web but it never worked so well. maybe i just don't know enough about the parameters (could anyone point out good material on this topic?) ... and i already looked through the sticky thread here and the game-lib-list but i think none of the physics engines offers such a thing. right now i could live with a 2D version although i'm generally interested in a 3D version. oh ja, standard c++ preferred... thanks in advance
  12. ghostd0g

    profile under linux

    thx WilyCoder, i totally forgot about that. i wonder what's the difference between nvperfkit and nvperfgraph?? and yes, we've got only nvidia cards here. and i wonder if the PS3 with its nvidia RSX chip, its OpenGL ES implementation and Linux OS will have any effect on OpenGL development on linux. would be nice ...
  13. ghostd0g

    profile under linux

    thx kcirrem. i am aware of gprof but i'm more interested in profiling the graphics pipeline ...
  14. ghostd0g

    optimize particle system

    thanks for the hint Lord_Evil!
  15. ghostd0g

    optimize particle system

    Quote:Original post by MARS_999 Use VBOs. The VBO sends the vertex data to the VS so the updated data will be there for the shaders. You update the position on the screen with the CPU if you want and call glBindBuffer() and glBufferSubData() and now you have updated your VBO with new vertex data. Or you can calculate the position in the VS with a R2VB method with PBOs or Vertex textures... thanks MARS_999, i'll try and look into that.
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