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| What's on your mind?; Your daily crap. | |
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| Tweet Topic Started: Jul 29 2010, 05:18 AM (64,059 Views) | |
| skarik | Jul 29 2010, 05:18 AM Post #1 |
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it! |
| Blog|EHS | |
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| Dr. Best | Jul 6 2012, 12:58 AM Post #1981 |
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Administrator
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Looking nice. |
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| Gandalf20000 | Jul 6 2012, 01:11 AM Post #1982 |
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Geek
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So this custom shader system, what is it? Do you feed in a bunch of parameters and textures and it automatically generates a shader for you? |
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| zelda4evr | Jul 6 2012, 01:22 AM Post #1983 |
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Forum God
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Oh hai, you must be Faber |
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| Gandalf20000 | Jul 6 2012, 02:08 AM Post #1984 |
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Geek
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No, Faber Ludorum is on hold right now, and is a lot older than a week and half. This little engine is built in Java and based off of the LibGDX framework, so it is cross-platform for Windows, OS X, Linux, and Android. My brother and I got the idea a few months ago that we wanted to make a game for Android and sell it, so I've started working on it. He doesn't know any programming or have any experience, but he's a fast learner and is willing to learn how to program Java and use Blender and GIMP to help out with the modeling and texturing. He might also help out with sound effects (probably not music, though), and will definitely handle most of the business side (especially if we have to register for a business license at some point). I'll handle the bulk of the programming and the music. The engine runs on OpenGL ES 2.0, and that screenshot showcases the lighting shader (which only supports one directional light and one point light, but I may change it later) and the node-based object system, which allows for objects to be attached to other objects by setting all transformations relative to the parent's transformation. That little red light is actually three objects: an empty node that moves around in a circle and rotates around the x-axis, a point light attached to the empty node and displaced along the y-axis (which is up in this engine), and that red sphere that is attached to the point light. As a result, the point light spins around in a circle around the x-axis while moving around a circle. If I wanted to make a real spiral, all I would have to do is actually set up a node in the center that rotates around the y-axis, attach the empty node, and then displace the empty node along the x-axis. If you've ever used OGRE 3D, it's a lot like their node system. I liked it so much I've tried to implement something similar in every engine I've attempted since then. EDIT: I've still got a lot to do before my brother and I can start building a game. I'm working on the particle system right now, but I also need proper resource management, a Level class, and several other things. Unfortunately, although LibGDX supports 3D graphics, a large majority of its useful components (like a scene manager, particles, and physics) are 2D. Therefore, I find myself having to build all of those things myself, so it's taking quite a bit of time. Edited by Gandalf20000, Jul 6 2012, 02:14 AM.
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| zelda4evr | Jul 6 2012, 02:53 AM Post #1985 |
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Forum God
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How old are you guys? |
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| RonBurgundy | Jul 6 2012, 06:41 AM Post #1986 |
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Forum Borat
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I smell a Not sure whats wrong with my colon, It's been cramping for over a month now at times it gets better. Whats worse is the Doctor doesn't know either. Said it could be a sign of IBS :(. Symptoms tend to get worse with too much protein or B vitamins, Aaaaanyway... Needless to say haven't made as much progress on my game as I would have liked too, but I'am really going to shoot for a playable demo by August. |
| !!! DEFEND POP PUNK !!! | |
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| zelda4evr | Jul 6 2012, 02:51 PM Post #1987 |
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Forum God
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I'm afraid some of you have broken the rules. |
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| Despellanion | Jul 6 2012, 04:34 PM Post #1988 |
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Forum God
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My childhood hero immortalized ![]()
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| Dr. Best | Jul 7 2012, 12:09 PM Post #1989 |
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Administrator
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Nah, that's how it used to be in 2009. In 2011 I finished a rewrite of the thing, which was a lot more flexible and generic. Essentially there are data sources and modules (the latter implemented in HLSL) and you can use any module with any data source. The shader system will put the HLSL code together accordingly. There is also a lot more to it like CPU shaders, which compute constant values on the CPU, shader management, which guarantees that the same shader won't be compiled twice and a tree structure to manage data sources and modules (or more generally scopes). All of this worked out very well for shaders. I have been able to reimplement old stuff in no time and new stuff could be added just as fast. It has been so very convenient that I decided to take it one step further. Since August last year the target has been to generalize the system such that it can not only be used for shaders, but for literally every part of the engine. I am calling this new system component system. I have finished the component system now. The utterly boring screenshot above shows the first shader generated by means of the component system. This is awesome because it means that the component system and the implementation of the shader system on top of it work. What remains to be done is a lot of polishing and making every other part of the engine use the component system. Once this is done there are various other things, which could be done next. Making a GUI editor for component trees, Adding Python bindings, taking care of back-end independence, adding a Direct3D 11 backend, etc. |
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| PoniesForPeace | Jul 7 2012, 02:46 PM Post #1990 |
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Elite Member
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ignore this
Edited by PoniesForPeace, Jul 7 2012, 03:11 PM.
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favorite soda: oogave agave watermelon Cream favorite cheese: blueberry winsledale | |
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| Dr. Best | Jul 7 2012, 02:56 PM Post #1991 |
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Administrator
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Should have posted this over here as well: http://s9.zetaboards.com/Ultimate3D_community/single/?p=8052998&t=7346432 I just moved them, because it seemed appropriate to have a topic for that. |
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| PoniesForPeace | Jul 7 2012, 03:11 PM Post #1992 |
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Elite Member
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oh sorry. you guys are way cooler than the gmc. feel bad need a hug
Edited by PoniesForPeace, Jul 7 2012, 03:12 PM.
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favorite soda: oogave agave watermelon Cream favorite cheese: blueberry winsledale | |
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| zelda4evr | Jul 9 2012, 08:06 AM Post #1993 |
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Forum God
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I feel like making a game...I have a few ideas...but I need a faster modelling/texturing technique :\ |
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| Despellanion | Jul 9 2012, 06:45 PM Post #1994 |
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Forum God
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Love this video and the idea behind it. Edited by Despellanion, Jul 9 2012, 06:46 PM.
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| Gandalf20000 | Jul 9 2012, 09:07 PM Post #1995 |
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Geek
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I have particles working in my game! Well, sort of...
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. I present to you the glorious result of 10 months of work.
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2:30 AM Jul 11