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AppGameKit Classic Chat / Any update on 3d and shader commands?

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wargasmic
18
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Joined: 15th Oct 2006
Location: UK
Posted: 7th Jun 2013 05:20 Edited at: 7th Jun 2013 05:26
Just wondering as some things I really need to finish my game have been said to be in the works.

Better shader support, skeletal animation have been mentioned quite a bit here on the forums.

Blend modes were accepted as a feature request as was my request for some sound features (set volume while music/sound is playing, loop to a specific time/play from a specific time in a music track.).

Is there any update on any or all of the features mentioned above?

I only ask as I plan to release my game before the end of this year and would be nice to know if I should scrap certain ideas or try to work around them or just wait for the above features to be available.

Cheers.
MikeMax
AGK Academic Backer
12
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Joined: 13th Dec 2011
Location: Paris
Posted: 7th Jun 2013 06:08
+1 here !
Clonkex
Forum Vice President
14
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Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 7th Jun 2013 15:57
As far as I know, those commands won't appear for some considerable time yet. They won't be in AppGameKit v108 and we're still waiting for beta12 to be considered suitable for release as v108 full. After that they still have to make the commands and no doubt they will be buggy to begin with. My guess is that the commands will come in this order:

1. Skeletal Animation
2. Custom Shader Support
3. Animation Blend Modes

...with some other stuff happening in between.

Clonkex

wargasmic
18
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Joined: 15th Oct 2006
Location: UK
Posted: 8th Jun 2013 16:55 Edited at: 8th Jun 2013 16:56
Thanks Clonkex.

It has been said in other posts though that they started back working on the 3D commands a while ago so i was hopeful that they had already got a majority of the work done.

What would you class as a considerable amount of time? Weeks/months years? Any hope for q4 of 2013? If not I will just have to scrap my plans and think of other options. It's better to have an idea now than to wait 4 month and have to start making big changes then.
Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 9th Jun 2013 11:14
You should keep in mind that tgc where forced to start with 3d commands Before they feelt they where ready for it by public demand.

So dont have to high hopes to have all awesome 3d commands anytime soon.

The shader support is more then enough to make a decent game at this state,you simply have to write them your self.

any Changes tgc makes with added commands is a slow process to test that they work on all platforms.

You Always workaround limitations in an programming language until they support wath you nead.

Any 3d is a abyss filled with lava on mobiles with alot of limitations.

I suggest you do small 3d games that are simple to see wath workarounds you would nead to do in an larger Project.

And a great way to learn shaders on mobiles.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
AGK Academic Backer
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Location: Paris
Posted: 9th Jun 2013 20:11
yes but most interesting effects are in post-processed shaders on an entire scene
The Zoq2
15
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 10th Jun 2013 00:03
I would love to see post processing or fullscren shaders (im guessing those are the same) in AGK.
MikeMax
AGK Academic Backer
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Location: Paris
Posted: 10th Jun 2013 23:39 Edited at: 10th Jun 2013 23:43
Yes .. effects like Bloom or blur or fog are usually post processed because they "go out" of an object (so they need to know all the "pre-processed" shaders to be able to be applied on them). (if you are using a closed environment you can apply a pre-processed shader on all objects (floors,walls,env objects) in some cases but ... hummf !!)
wargasmic
18
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Joined: 15th Oct 2006
Location: UK
Posted: 11th Jun 2013 05:51 Edited at: 11th Jun 2013 05:53
MikeMax, maybe you can help me with my shader needs. I think what I need can be done with the existing shader features but I have no idea how.

http://www.neilwallis.com/projects/java/water/index.php theres a java app here, is this effect possible in agk at its current state?
MikeMax
AGK Academic Backer
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Location: Paris
Posted: 11th Jun 2013 07:48 Edited at: 11th Jun 2013 07:49
Yes, you can do it actually.

follow the link and download the AppGameKit Project in the first post and look at the "Ripple" effect ... with few modifications i think you should be able to obtain a "circle" water effect on specified coords

http://forum.thegamecreators.com/?m=forum_view&t=205814&b=48&msg=2459906#m2459906

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