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AppGameKit/AppGameKit Studio Showcase / App Shader Kit (3D Shader Pack)

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hoyoyo80
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Posted: 17th Aug 2017 01:04
Excited...but it look like its a long list to go Jansbo?
GarBenjamin
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Posted: 17th Aug 2017 22:21 Edited at: 17th Aug 2017 22:23
I think if we buy it via Steam etc wouldn't we automatically be able to get updates as they are released?

If so then this could be released sooner rather than later so people can start using it with no real downside involved it would seem anyway.

Because what is already in there is probably what most folks are after and the other things are probably more edge cases that could be added as they are finished.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
janbo
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Posted: 17th Aug 2017 23:11 Edited at: 17th Aug 2017 23:14
Yes, like I said after the Visual Editor I can talk to Rick.
It was good to have more time through... I made many changes and bug fixes, the library is much more stable now and I created a little Documentation too.
I made sure it works on all my devices PC,HTML5,Android and IOS. I also have someone who will try it on MAC the next few days I hope.
I think I won't get an account to change something on steam or upload new versions, so I have to annoy Rick all the time if I got something new.
But I'm not sure
Also I thought about expanding the documentation to explain the shader algorithms and what happens and why it happens in the future...like tiny tutorials for moderate shader coder.
Actually all that doesn't prevent me from releasing the stuff, I know I can fix things later, the only thing is, I want it on steam and therefore I need TGC to respond

P.S I love all you feedback, thanks

Using AGKv2 Tier1
basicFanatic
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Posted: 18th Aug 2017 11:47
It has been (almost) a decade since I been this excited about an upcoming software release! The last time I counted down to a release was in 2008 when I waited for Spore. That game turned out to be a massive blunder. What was EA thinking? Anyway, super hyped for ASK! (That's the acronym for App Shader Kit, right?)
janbo
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Posted: 19th Aug 2017 17:44 Edited at: 19th Aug 2017 17:51
Quote: "That's the acronym for App Shader Kit, right?"

Right

If you guys could choose between Depth of Field using normal 2 pass Gaussian blur or using Bokeh blur but loosing 100 FPS, what would you take ?
(for reference: I'm at 560 FPS using gaussian blur and every other effect + lights)

I also have Godrays in the pipeline

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basicFanatic
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Posted: 20th Aug 2017 23:32
Bokeh sounds awesome! I think I would use the blur to create a camera to take photos from inside the VR world. So I would absolutely go for Bokeh, as I would only need to "render" it a single time per photo! Bokeh has the downside that it adds areas of contrast to out-of-focus areas. This makes the eye automatically focus on them. So if you want to use blur to make the player focus on whatever is in focus, Gaussian is actually better.

Godrays sounds perfect for deep water scenery! I have wondered if your water shader could be used for showing the water surface from below. (I have this idea for a VR games where the player is in water to his chest and has to lower his body to see what lies below the surface)

By the way, do you know how your shaders would play along with VR? VR headsets display a horizontally shifted image for each eye, which let the player see depth. Don't know if this could be an issue.
janbo
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Posted: 20th Aug 2017 23:56 Edited at: 20th Aug 2017 23:57
VR could be an issue for the postprocessing and fullscreen shader part of the library, not the shaders them self of course, I could probably write a second render function for VR ...But It'll be time consuming to render it 2 times as you can imagine..
Maybe I just make a switch for gaussian and bokeh blur ...not sure ...those things make librarys messy
I'll take a look at underwater with caustics...

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janbo
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Posted: 27th Aug 2017 16:40 Edited at: 27th Aug 2017 16:51
After all those changes I made, the library got a bit clunky, I mean... it got harder to take it apart, because the parts rely on each other now...but I hope to untangle it later...
Although the library don't need too much code for the shaders to work together...

Officially added GodRay to the pack.
Someone was asking for it .
george++
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Posted: 28th Aug 2017 00:27
I need these shaders now!
hoyoyo80
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Posted: 28th Aug 2017 01:09
I need it too...cant wait..
hoyoyo80
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Posted: 8th Sep 2017 03:11
any progress with this?
Alien Menace
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Posted: 8th Sep 2017 08:42
Quote: "Blur & Glow <- (do you mean bloom) paul shiped a bloom shader with AppGameKit "


I am not looking for a full-screen glow shader but rather an OBJECT glow shader so I could have one glowing object in a world of non-glowing objects.
I love my Altair 8800 Replica.

http://altairclone.com/
janbo
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Posted: 8th Sep 2017 20:44 Edited at: 8th Sep 2017 20:45
Quote: "any progress with this ?"

Yes I have a deal with TGC !
Don't know how much I can reveal but it will get on steam someday

Quote: "I am not looking for a full-screen glow shader but rather an OBJECT glow shader so I could have one glowing object in a world of non-glowing objects."

I could probably make one for you after the pack release
Remind me if you like
blink0k
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Posted: 13th Sep 2017 05:19 Edited at: 13th Sep 2017 05:20
Probably already have this but rim lighting would be awesome.
Not my artwork btw. Wish it was

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janbo
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Posted: 13th Sep 2017 11:38 Edited at: 13th Sep 2017 11:38
@ blink0k
You will get the basis of the Rim effect in the XRay shader.
I can show you how to change the XRay shader to get the desired effect, maybe you even want the rim lighting combined with the toon shader
If you remember me after the pack is released we could work something out ?
blink0k
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Posted: 13th Sep 2017 22:39
No worries janbo. I'll talk to you then
Golelorn
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Posted: 18th Sep 2017 01:22 Edited at: 18th Sep 2017 01:23

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janbo
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Posted: 18th Sep 2017 14:35 Edited at: 18th Sep 2017 14:37
Someone here who wants to make a shader ball for the community to use ?
I would like one which says "AGK" in the middle

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basicFanatic
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Posted: 19th Sep 2017 15:15
Last night I had a dream where I had made a t-shirt in Blender you could use to demo the shader. I remember that I found a modifier that made a nice low-res retopo. It was a bit much that it had mesh surface for both the outside and inside of the t-shirt, but it looked pretty good. Then I remembered that you had asked for AppGameKit logo, and of course I should have put that in front of the shirt, but that was too late in the process for that.

Still learning Blender, but at least I can get some stuff done in my dreams!
CJB
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Posted: 19th Sep 2017 16:23
@janbo Some suggestions for the water shader: Remove repetitive pattern, add waves, add ripples for objects touching the water, add foam around the edges as water laps up onto the shore.
janbo
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Posted: 19th Sep 2017 20:02 Edited at: 20th Sep 2017 16:19
@basicFanatic not sure what to say, I'm still waiting for the t-shirt !

@CJB The water effect has smooth transitions where the water intersects with objects, AppGameKit lights work with the water, you have normal and specular mapping, refraction and reflection, overall water color and deep sea color...
The two render images for reflection and refraction are not too cheap so I'm not sure if I should add further calculations to the shader and make it slower...
Anyway, as you know me I'll consider your proposals and look what I can do, I heard the repetition thing a few times I think ...so I should make something against it right ?
Although I'm not sure what you mean with "repetitive" as the uv coordinates for scrolling the waves are flipped already to solve a problem where the waves seam to stop for a little moment, which let the scrolling look repetitive.
Note that in my water demos the texture is scaled down.
blink0k
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Posted: 20th Sep 2017 23:59 Edited at: 21st Sep 2017 01:00
I quickly put this together. it's in bits and pieces. let me know what changes you would like.

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hoyoyo80
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Posted: 21st Sep 2017 00:15
With agk logo...nice!!!!
Green7
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Posted: 21st Sep 2017 10:43
Quote: "Although I'm not sure what you mean with "repetitive""


what he means, i think, is: if you look at your last screenshots you can see a repeating pattern on the water surface. this is not so obvious on smaller water objects, but on bigger ones it may look artificial. if you can manage and bring more randomness in the textures, maybe? im more from the artists side of it, so do not take any offense, i do know nothing about shaders and what may be possible.
CJB
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Posted: 21st Sep 2017 11:21 Edited at: 21st Sep 2017 11:23
Exaclyt it. When "zoomed out" you can see a repeating pattern on the water surface. Preben appears to have nailed the removal of the repeating pattern in his water shader on GG Loader (see example here). ...although it's no big deal. The shaders look really nice as they are. I'd rather see really fast shaders that work on low end devices than incredible quality imagery (maybe optional tweaks that can be set within AppGameKit code to compromise quality/performance?).
janbo
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Posted: 21st Sep 2017 14:43 Edited at: 21st Sep 2017 15:28
@CJB
If you zoom out in GGLoader you will see the same pattern
But the texture seems to be a bit more tile friendly than the one I've chosen.

@blink0k
I like the your shaderball can you set the indent and the logo at an angle so it is looking up a bit ?
And set the origin at the bottom so I can place it on the floor exactly.

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blink0k
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Posted: 21st Sep 2017 23:00 Edited at: 21st Sep 2017 23:05
How is this?


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janbo
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Posted: 21st Sep 2017 23:23 Edited at: 21st Sep 2017 23:27
Great thanks,
The textures at the edge are streched.
And can you reduce the polycount, as far as you can ? where the indent from the logo meets the sphere there are many vertices, I think you can remove some.

We have an AppGameKit shader ball now !!
Its free to use, right ?

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blink0k
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Posted: 21st Sep 2017 23:27 Edited at: 22nd Sep 2017 04:41
Looks great janbo. Yes free to use for any purpose; commercial or otherwise. No credit required

i'll try reduce the polycount.

can you show me what you mean about the textures?

EDIT : Low poly is attached (Had to re-do it completely around 3k polys)


EDIT: Without the bevel on the text (around 2k polys)


EDIT: About 1000 polys

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janbo
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Posted: 22nd Sep 2017 13:35 Edited at: 22nd Sep 2017 13:39
I think you are allowed to break the circles into more parts so it looks rounder.
I know its like the opposite of what I said above... need to find a Compromise
And the sides stick out too far in the new shaderball (blue arrow)
Textures are stretched(red arrows)

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blink0k
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Posted: 22nd Sep 2017 23:22 Edited at: 23rd Sep 2017 06:51
Could you give me that texture and the code to display it so i can test it please and the original model too if possible

EDIT : Without the model/textures this is about as good as i can get it. Please excuse my poor lighting, i have no idea when it comes to AppGameKit and lighting



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janbo
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Posted: 24th Sep 2017 13:14
The texture looks better already, thanks
Model and texture in attachment.

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blink0k
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Posted: 24th Sep 2017 22:16
I'll need code as well. When i display this in my proggy the texture does not map properly.
janbo
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Posted: 24th Sep 2017 22:55 Edited at: 24th Sep 2017 23:18
@blink0k
I don't do something special.
I just load the model and image and set the image to the model.
Well, did you try SetImageWrapU/V ?
blink0k
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Posted: 25th Sep 2017 00:27 Edited at: 25th Sep 2017 06:24
This is as good as i can get it.


EDIT : Smoothed version

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Alien Menace
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Posted: 28th Sep 2017 22:36 Edited at: 28th Sep 2017 22:37
This stuff would be great...

Volumetric Clouds...
https://www.youtube.com/watch?v=tBMEd3AH5Pc

Underwater Casutics...
https://www.youtube.com/watch?v=830lO20ZEjc

Grass Shader...
https://www.youtube.com/watch?v=oASVEN64cvc
I love my Altair 8800 Replica.

http://altairclone.com/
janbo
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Posted: 29th Sep 2017 00:42 Edited at: 29th Sep 2017 00:50
I looked into that Volumetric stuff and finally understood how it works so it is something I consider.
The underwater caustics was also requested a few times but I'm not too sure how to create this effect (probably projecting it on the ground around the camera)
The grass shader is something I don't think we could benefit from in AppGameKit because it looks pretty performance hungry

I can also announce that SSAO will make its way into the shader which also was requested somewhere.
I'm looking for shaders that have something special in it, so I cover as many different techniques as possible, so you can learn from them and combine the shaders to create your own special effects.

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hoyoyo80
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Posted: 29th Sep 2017 05:47
Any specific release date?
Alien Menace
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Posted: 29th Sep 2017 06:35 Edited at: 29th Sep 2017 06:51
Quote: "The underwater caustics was also requested a few times but I'm not too sure how to create this effect (probably projecting it on the ground around the camera)"


http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch02.html

This might be a good place to start for caustics.

Not sure if you saw the request for a Heat Distortion Shader.

I also wanted to comment on the water shader in the video on the first page, the repeat of this shader looks pretty severe... I think that will affect it's usefulness quite a bit. I am looking at this shader..

https://www.youtube.com/watch?v=CesuoXYjSTE

This one does not appear to have a repeating pattern and I think it really looks great. What do you think?
I love my Altair 8800 Replica.

http://altairclone.com/
janbo
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Posted: 29th Sep 2017 23:05 Edited at: 29th Sep 2017 23:05
I did a quick research on volumetric clouds specifically, and it turns out that we need 3D textures or texture arrays before we can make such an effect.
We probably could generate the 3D noise texture for the clouds inside the shader but for volumetric clouds there are several noise textures needed which aren't fast to generate....not in realtime/not at a speed useful for AGK.
Alien Menace
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Posted: 30th Sep 2017 03:18 Edited at: 30th Sep 2017 20:01
Volumetric clouds would be a big deal for this language. I'd say mention this issue to Paul but I really doubt it would do much good a the moment.
I love my Altair 8800 Replica.

http://altairclone.com/
janbo
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Posted: 30th Sep 2017 15:56 Edited at: 30th Sep 2017 17:29
They focus on 2D now but when 3D is up again I'll mention Cubemapping and 3D Textures, so that i'm able to create volumetric stuff with 3D Textures and refraction/reflection for glasses with Cubemapping.
Not sure if I'm able to add this to the pack then... but i'm sure that i'll create the effects if we have the right commands...
Green7
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Posted: 24th Oct 2017 07:41
Any news for this?
DARKHALO2K
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Posted: 6th Nov 2017 11:24
Hi,

I was also wondering if there are any updates on this? I'm looking forward to the packs release.
janbo
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Posted: 6th Nov 2017 14:26 Edited at: 6th Nov 2017 16:10
Yes there is !
I'm happy to announce you that you can get it right now !

AppGameKit Shader Pack is available on Steam or on The Game Creators website
Green7
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janbo
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Posted: 6th Nov 2017 15:02 Edited at: 6th Nov 2017 15:03
Also if you like it, please write a little review on Steam for me
And if you have got some ideas for new shader effects or think i missed some please let me know, I'm happy to pick out some of them and add them in the future.
george++
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Posted: 6th Nov 2017 17:56
Well done! janbo.
I've already purchased the pack
Unfortunately I have no time yet to play with it
hoyoyo80
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Posted: 7th Nov 2017 04:20
Ended up bought this shader pack together with Visual Editor....so far,AGK and its addon i think worth the purchase.TQ
Green7
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Posted: 7th Nov 2017 13:09
Got it! SSAO hits! But on both sides of the medal... It makes the levels look so much better, but hits heavy on the performance side.

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