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About AblazeSpace

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  1. PixelLight

    Screenshots from the free open-source 3D engine PixelLight.
  2. Quote:Original post by Tibor Quote:Original post by Yuki001 PixelLight is a new open source Game Framework. and I think it is the best open source engine.Look at it. http://www.pixellight.org Thanks...i just googled about it, but looks like it is still in developement, right? also, there's only a mailing list and no forums, the wiki is still empty...maybe i'll check it later, because judging from the screenshots it looks pretty cool :) . PixelLight is in development since 2002 and was already used in multiple commercial projects (see http://developer.pixellight.org/wiki/index.php/Projects_using_PixelLight) - but until a few weeks ago, we kept the development of PixelLight a kind of secret to have something decent and field-tested when first publishing the project to the public. As a result, you won't find that many information about PixelLight through google at this point - but to be honest, this also makes it quite difficult to get people interested in PixelLight, because there's no real community, yet. Over the years, we already filled the PixelLight developer Wiki (so it's not empty, the Wiki like bugtracker is empty :) to support the gathering of a community... which is quite difficult because today, there are more engines out there as in 2002 when we started. We're having a lot of plans for the further PixelLight development, but without a supporting community and just 2 developers this is quite hard because the project is already quite huge (because it's a complete application framework, not just a rendering engine). Quote:i just googled about it, but looks like it is still in developement, right? Engines are always in development, except the developers abandoned the project. The IT world is constantly changing, new demands, new hardware, every month new GPU drivers and so on, as a result, an engine needs to evolve constantly as well. We gave PixelLight 8 years of closed development to get a robust framework with a solid base and ready for frequent extensions and changes, without the need to change to much interfaces every time which would just annoy people using the engine. Quote:here's only a mailing list and no forums There's currently no forum because we're just two developers, and you really need to moderate a forum in a decent way to delete posts like spam, posts with illegal content and so on (if you don't, you can really get terrible legal issues, especially in Germany - so, a forum is a legal risk if no ones helping to moderate it :/). If we find one or two people which will have a look at the PixelLight forum, we would add such a forum and of course also answering questions there. [Edited by - AblazeSpace on September 17, 2010 8:11:29 AM]
  3. Hierarchical Per-pixel Occlusion Culling

    The Coherent Hierarchical Culling algorithm described in the chapter "Hardware Occlusion Queries Made Useful" of the book GPU Gems II is a nice thing and comes also with 2 usefull sample implementations. You can find this paper on http://www.cg.tuwien.ac.at/research/vr/chcull/
  4. Use another (less) alpha reference value or another alpha function. (both are normal render states) Further change the color of the 'unused' parts from white to black or green to reduce visible borders. :)
  5. SpeedTree

    On the Intel Developer side there's an imposters example program using trees created by this technique. Have a look at: http://www.intel.com/cd/ids/developer/asmo-na/eng/20219.htm?page=1
  6. Max export help!

    www.frustum.org has a good max exporter were you can see how such things can be done.
  7. Unity OCaml?

    I was forced to work with the functional version of caml at university... I HATE CAML! I see no reason to use it because there are other, much better languages...
  8. ellipse collision detection

    I think it's possible to reduce this problem to a point in unit sphere problem which should be quite easy to solve - try to devide the point x/y position though the elipse radi... Have a look at http://www.peroxide.dk/papers/collision/collision.pdf - section 'Ellipsoid space'. (I like this really nice trick :)
  9. Projected Textures

    Here's an extreme cool water effect - the refraction and reflection textures are projected onto the water surface - done in D3D using Shaders: http://graphics.cs.lth.se/theses/projects/projgrid/ For me this code was quite usefull to see how projective textures can be done.
  10. DevIL Image Saving

    As far as I know you can't set the width etc. using ilSetInteger - have a look at the DevIL codes...use ilTexImage instead. Here's the code I use: bool GuiWin32::SystemSaveImageData(const char *pszFilename, GuiImageData &sData) { // Check parameters if (!pszFilename || !sData.pData) return true; // Get image typ ILenum nType; char szEnding[64]; GetFilenameEnding(pszFilename, szEnding); if ((nType = ilGetTypeLoad(szEnding)) == IL_TYPE_UNKNOWN) return true; // Unkown type! // Get the format int nFormat; switch (sData.nComponents) { case 1: nFormat = IL_LUMINANCE; break; case 3: nFormat = IL_RGB; break; case 4: nFormat = IL_RGBA; break; default: return true; } // DevIL variables ILuint ImageName; // Save the image ilEnable(IL_FILE_OVERWRITE); ilGenImages(1, &ImageName); ilBindImage(ImageName); ilTexImage(sData.nWidth, sData.nHeight, 1, sData.nComponents, nFormat, IL_UNSIGNED_BYTE, sData.pData); // Save image ilSave(nType, (const ILstring)pszFilename); // Check if everything was ok ILenum PossibleError = ilGetError(); if (PossibleError != IL_NO_ERROR) { ilDeleteImages(1, &ImageName); return true; } // Delete image ilDeleteImages(1, &ImageName); return false; }