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What's on your mind?; Your daily crap.
Topic Started: Jul 29 2010, 05:18 AM (63,989 Views)
skarik
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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!
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Despellanion
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luenardi
Jul 8 2014, 12:26 PM
True.
But lets not forget human morals.
I don't wanna start a thing here, but I don't see why atheists wouldn't have morals. I have plenty of morals :P
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luenardi
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Cofee Machines Rock
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Despellanion
Jul 8 2014, 01:35 PM
luenardi
Jul 8 2014, 12:26 PM
True.
But lets not forget human morals.
I don't wanna start a thing here, but I don't see why atheists wouldn't have morals. I have plenty of morals :P
Was not saying they don't buddy. ^_^
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For your perception no.
But my universe has no such limits.


www.recall.co.nr
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Reikyrr
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Sothh
Jul 8 2014, 05:43 AM
Hey guys, if anyone here still remembers me.

Not back, just dropping in. Maybe say some poetic crap. This community has seen be through a lot in the past, and it's kind of sad to see it dieing. Hope you all are doing well on loves adventures.

I recently got a dream job as a c++ programmer for an AI start up company. All the years of playing around with code finally paid off. I haven't done any game development for a couple years, but I still love it.

I am no longer a Christian biggot, so that's a plus too. Atheism and secular Buddhism ftw. Sorry for anyone I hated on. Blame my parents.

Anyway, I will check back in later to see if any old faces are still around. Take care.
Good to see you are still alive :thumb_up: It's not that the community is dead, we just don't have a lot to tell anymore, just look at the amount of responses you got to your post. Most of us have moved on from GameMaker and some of us just simply ran out of time to work on any hobby game projects.
~Inspirational quote~
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Dr. Best
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Reikyrr
Jul 8 2014, 08:57 PM
Good to see you are still alive :thumb_up: It's not that the community is dead, we just don't have a lot to tell anymore, just look at the amount of responses you got to your post. Most of us have moved on from GameMaker and some of us just simply ran out of time to work on any hobby game projects.
Yup. I'm busy doing research in graphics and I'm actually using Ultimate 3D for that, but there is really by far not enough free time to push it to something worthy a release. So don't expect new things to talk about from this side any time soon.

Still, it always makes me happy to see how this project and this community have effected the lives of others. Spreading enthusiasm for graphics and programming in general has always been a passion to me.
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luenardi
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Dr. Best
Jul 8 2014, 10:42 PM
Reikyrr
Jul 8 2014, 08:57 PM
Good to see you are still alive :thumb_up: It's not that the community is dead, we just don't have a lot to tell anymore, just look at the amount of responses you got to your post. Most of us have moved on from GameMaker and some of us just simply ran out of time to work on any hobby game projects.
Yup. I'm busy doing research in graphics and I'm actually using Ultimate 3D for that, but there is really by far not enough free time to push it to something worthy a release. So don't expect new things to talk about from this side any time soon.

Still, it always makes me happy to see how this project and this community have effected the lives of others. Spreading enthusiasm for graphics and programming in general has always been a passion to me.
That's the one thing i loved.
Experimenting with effects and visuals.
Sadly GM just could not keep U3D up to speed.
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
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zelda4evr
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My friend inspired me to make an android app with ads so I made an app and then I found out you have to pay to put it on the android app store. Now I hate everything.

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Despellanion
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zelda4evr
Jul 11 2014, 04:43 PM
My friend inspired me to make an android app with ads so I made an app and then I found out you have to pay to put it on the android app store. Now I hate everything.
Of course, but it's only like $25.
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Reikyrr
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Despellanion
Jul 11 2014, 05:34 PM
zelda4evr
Jul 11 2014, 04:43 PM
My friend inspired me to make an android app with ads so I made an app and then I found out you have to pay to put it on the android app store. Now I hate everything.
Of course, but it's only like $25.
Really? My friend put an add in the app store and I didn't hear anything about him having to pay for it. Though we kinda don't use ads.
~Inspirational quote~
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Despellanion
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Reikyrr
Jul 12 2014, 12:25 AM
Despellanion
Jul 11 2014, 05:34 PM
zelda4evr
Jul 11 2014, 04:43 PM
My friend inspired me to make an android app with ads so I made an app and then I found out you have to pay to put it on the android app store. Now I hate everything.
Of course, but it's only like $25.
Really? My friend put an add in the app store and I didn't hear anything about him having to pay for it. Though we kinda don't use ads.
It's a standard one-time-fee you have to pay when you register as a developer at Google play.
Edited by Despellanion, Jul 12 2014, 04:10 PM.
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Sothh
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Good to see most of you still here.

I have been thinking of doing a new method of ray tracing fast enough to be real time, but I have not got around to doing any code yet. I might give it a go in a week or two and post the results. (it's just an idea in my head right now.)
“You can’t outrun Death forever.
But you can make the Bastard work for it.”

Major Korgo Korgar
“Last of The Lancers” - AFC 32
(Andromeda Ascendant Record Database)
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Dr. Best
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Sothh
Jul 13 2014, 08:53 PM
Good to see most of you still here.

I have been thinking of doing a new method of ray tracing fast enough to be real time, but I have not got around to doing any code yet. I might give it a go in a week or two and post the results. (it's just an idea in my head right now.)
Real-time ray tracing really isn't much of a problem these days. Its just that it costs more at barely any winnings compared to rasterization, so nobody uses it. Things get more interesting if you do path-tracing because you get unbiased global illumination. However, this is still too slow for serious real-time stuff. Can be done though, see Brigade.
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Sothh
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Shaman Of Time
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Dr. Best
Jul 14 2014, 10:44 PM
Sothh
Jul 13 2014, 08:53 PM
Good to see most of you still here.

I have been thinking of doing a new method of ray tracing fast enough to be real time, but I have not got around to doing any code yet. I might give it a go in a week or two and post the results. (it's just an idea in my head right now.)
Real-time ray tracing really isn't much of a problem these days. Its just that it costs more at barely any winnings compared to rasterization, so nobody uses it. Things get more interesting if you do path-tracing because you get unbiased global illumination. However, this is still too slow for serious real-time stuff. Can be done though, see Brigade.
That engine is stunning. Unfortunately the amount of noise between renderings is probaby too high for a mainstream game.

They should developed a predictive algorithm to the prerender the next frame, and reuse traced paths for linear movement. (until enough new paths are formed to render without noise.)
“You can’t outrun Death forever.
But you can make the Bastard work for it.”

Major Korgo Korgar
“Last of The Lancers” - AFC 32
(Andromeda Ascendant Record Database)
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luenardi
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Cofee Machines Rock
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Sothh
Jul 15 2014, 02:29 AM
Dr. Best
Jul 14 2014, 10:44 PM
Sothh
Jul 13 2014, 08:53 PM
Good to see most of you still here.

I have been thinking of doing a new method of ray tracing fast enough to be real time, but I have not got around to doing any code yet. I might give it a go in a week or two and post the results. (it's just an idea in my head right now.)
Real-time ray tracing really isn't much of a problem these days. Its just that it costs more at barely any winnings compared to rasterization, so nobody uses it. Things get more interesting if you do path-tracing because you get unbiased global illumination. However, this is still too slow for serious real-time stuff. Can be done though, see Brigade.
That engine is stunning. Unfortunately the amount of noise between renderings is probaby too high for a mainstream game.

They should developed a predictive algorithm to the prerender the next frame, and reuse traced paths for linear movement. (until enough new paths are formed to render without noise.)
Dude i have built enough raytracers and casters to know this.

1. learn C++ or C#
2. use a rasterized engine.
Edited by luenardi, Jul 15 2014, 10:28 AM.
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
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Despellanion
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Call me crazy but I like a bit of noise in some 3d games, if it fits the style. It should be tasteful though.
That's a big too much noise though.
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Sothh
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Shaman Of Time
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luenardi
Jul 15 2014, 10:27 AM
Sothh
Jul 15 2014, 02:29 AM
Dr. Best
Jul 14 2014, 10:44 PM
Sothh
Jul 13 2014, 08:53 PM
Good to see most of you still here.

I have been thinking of doing a new method of ray tracing fast enough to be real time, but I have not got around to doing any code yet. I might give it a go in a week or two and post the results. (it's just an idea in my head right now.)
Real-time ray tracing really isn't much of a problem these days. Its just that it costs more at barely any winnings compared to rasterization, so nobody uses it. Things get more interesting if you do path-tracing because you get unbiased global illumination. However, this is still too slow for serious real-time stuff. Can be done though, see Brigade.
That engine is stunning. Unfortunately the amount of noise between renderings is probaby too high for a mainstream game.

They should developed a predictive algorithm to the prerender the next frame, and reuse traced paths for linear movement. (until enough new paths are formed to render without noise.)
Dude i have built enough raytracers and casters to know this.

1. learn C++ or C#
2. use a rasterized engine.
I know both. ^_^

I don't actually expect to use it as production engine, just something to mess around with.
“You can’t outrun Death forever.
But you can make the Bastard work for it.”

Major Korgo Korgar
“Last of The Lancers” - AFC 32
(Andromeda Ascendant Record Database)
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