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Dark GDK / Wet Sphere...

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Red Ocktober
20
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Joined: 6th Dec 2003
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Posted: 11th Oct 2007 18:26 Edited at: 11th Oct 2007 18:44
... sort of a sequel to Wet Dwarf

still banging away at the lil OO engine i'm working on for my game... after many hours of stupidness (i didn't realize that i was using the same vector spaces in different classes, and that's why my latest addition wasn't working right), i finally got the fog enabled bump shader (Green Gandalf's work) into the engine, and working well with the water shader...



i wound up adding a utility method to the game class that acts as a vector factory of sorts, similar to thing i did for objects, to take care of requests for vectors...


i've still gotta tweak the shader fog effect with the global fog so that it looks seamless...

after that, then i've gotta figure some way to integrate shadowing of some sort... then maybe i'll have enough in place to actually start putting in some game parts...

in the meantime, i guess i just have to imagine that the lil floating sphere is a submarine

--Mike
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 11th Oct 2007 23:55
Well Bro - I like what you've shown us.

I've played with that Water Shader a bit - but I didn't have as much luck as you with it - not yet - plus - not quite what I need for the majority of the water I'm dealing with is "Ocean" and Beach - (Currently basically just have a textured plain) but I have "Riverish" area and "Still" water also - which is what this shader is (Without your Vertice modifying sin/cos stuff you did).

I have to say - that Water+Terrain demo that is in DarkBasic for that shader - the demo - well - I thought the framerates stunk until I noticed there wasn't a UpdateTerrain call - and that 5-6FPS demo jumped to over 40 on my machine by dropping the terrin out of the equation - just to see if helped. Long story short - that shader - as cool as it looks - is not SUPER demanding on the vid card - a good thing.

Well - got to run - looking forward to your latest. My Latest work is making a Terrain Loader and making my first Genuine "Level" for Iron Infantry - if you link the url under my sig you'll see a landscape screenie - looks decent - but I'm never happy with the camera range and the boxieness of even the coolest SkyBoxes.

Have a good day and happy coding

Red Ocktober
20
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Joined: 6th Dec 2003
Location:
Posted: 13th Oct 2007 03:12
thx J...

but i think i may have a memory leak somewhere... (boooo hooo) the frame rate keeps going down from 49 to 19 over a 20 minute period...

if it aint one thing, it's another...

--Mike
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 15th Oct 2007 19:40
Red - I was wondering if you could post how you got this shader to work - not the mesh stuf with waves - I'm not trying to take your work in anyway nor asking without wholeheartedly trying first.

I REALLY gave this a commendable effort - translating the water-terrain demo - I know there are two cameras involved, some tricky Sync Mask stuff and something called FastUpdate - (I think kso you can quickly - per FRAME - snag the shot so cam2 can be rendered to the water plain texture - but when I ran it I saw ZERO. Not having luck with double cam for some reason.

Could you possibly post some of this?

I Totally understand if you say no - or can't be bothered because a little demo might be involved to yank out just this part of your program.

Either Way - Thanx - its all good and I understand.
Jason

P.S. The water Shader I'm using now isn't awful - but it doesn't do reflection. Also - I too want an ocean effect - but I think this shader's reflective properties are perfect for indoors and Lake/pond type water.... maybe with some shader tweaks it could be more ocean - less "dead on" reflective - and more Skewed from waves - seen only from altitude - but just wavy when more low - and more a general color.

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