Author Topic: [XMAS_2013] Merry Christmas DBF!  (Read 5900 times)

0 Members and 1 Guest are viewing this topic.

Offline Raizor

  • Founder Member
  • Pentium
  • ********
  • Posts: 1150
  • Karma: 174
    • View Profile
    • Raizor's Dev Blog
[XMAS_2013] Merry Christmas DBF!
« on: December 23, 2013 »
Here's a little video of mine and Punqtured's entry for the DBF Xmas Compo, entitled "Merry Christmas DBF!".

It's a little OpenGL intro, that didn't quite get finished in time. I should have a 'final' version ready in the near future, but I wanted to make a video available for now (in time for the compo). Some parts didn't get finished in time and some were removed due to being buggy (craggy rocks, trees and textures mainly). I'll try and get those in for a final. Sorry the video quality isn't great. I used Windows Live Movie maker to process the output of Fraps (for YouTube) and it's a little grainy (and those damn borders at the sides).

Exe size is ~12KB. There are no textures or data included in the intro, everything used is generated at runtime (apart from the font "Trebuchet MS Bold" from Windows) :)

[youtube]wM_p5hAA510[/youtube]

Credits:
Raizor - Code/Design/Modelling
Revival - Code
Punqtured - Music

I had to overcome quite a few challenges when putting this together (which ate the majority of my dev time, sadly). It contains an implementation of IQ's ZBuffer for Raymarching technique, which took quite a bit of head scratching (and some of Revival's patented magic) to get working properly. I hope to write a tutorial covering a detailed walk-through of this. Essentially, it allows you to write depth values to the z-buffer from the raymarching shader. You can then throw regular geometry (GL_TRIANGLES, GL_QUADS etc) over the top and the depth testing gets taken care of automagically. For this to work, we need to pass the current matrices (modelview, projection etc) to the shader, so that it can perform the necessary transforms for camera and lighting before raymarching. Once this was working properly, it gave me the idea of drawing regular bounding objects (for the raymarched objects such as the snowman and logo) to an offscreen buffer (an FBO, in this case). We can then pass the offscreen buffer image into the raymarching shader to allow it to perform a colour check of the current screen pixel being raymarched. If the pixel does not contain the snowman or the logo, we can simply avoid evaluating the distance functions for those objects, which provides quite a speed up. I'm sure this technique isn't new, in fact, I've got a vague feeling I read about something similar in one of Smash's blog posts some time ago (I'll have to check).

Hopefully it hasn't turned out too badly. I'm a little sad that I had to remove some parts and didn't get time to add some others. I had hoped to get the text to feel more a part of the intro, by having it intersectng the terrain, but didn't have time to that in the end. There are also some bugs with the shadows due to the bounding boxes used for culling. Here's a little list of what's missing:

1. Snowman arms.
2. Clouds and cloud shadows.
3. Craggy terrain.
4. Snowman face animation.
5. Trees.
6. Textures.
7. Better lighting.
8. Proper animated text.
9. Decent sync effects.

Well, that's it for now. Feel free to ask any questions. I appreciate some of the techno-babble above may be a little overwhelming. It was certainly new to me, but it's been kinda fun figuring it out along the way. I'll hopefully upload an exe version in the coming days. Quite tied up with Christmas stuff at the moment, so not a lot of spare time :(

Anyway, Happy Christmas!

Raizor

ps. Sorry if I missed anyone in the greets. Feel free to say if I have and I'll add you :)
« Last Edit: December 26, 2013 by Raizor »
raizor

Challenge Trophies Won:

Offline combatking0

  • JavaScript lives!
  • Senior Member
  • DBF Aficionado
  • ********
  • Posts: 4569
  • Karma: 235
  • Retroman!
    • View Profile
    • Combat King's Barcode Battler Home
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #1 on: December 23, 2013 »
Regardless of all the cool sounding effects and objects that were dropped due to time constraints, this still looks amazing!
You are our 9001st visitor.
Challenge Trophies Won:

Offline padman

  • Senior Member
  • Pentium
  • ********
  • Posts: 982
  • Karma: 258
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #2 on: December 23, 2013 »
Damn, even half finished prods from you make me realise once more how lame my retro 2D craptros really are.  :o This rocks! Looking forward to the final standalone version! :)
« Last Edit: December 23, 2013 by padman »
Challenge Trophies Won:

Offline ninogenio

  • Pentium
  • *****
  • Posts: 1667
  • Karma: 133
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #3 on: December 23, 2013 »
thats some awsome raymarching effects raizor!,

I love that grainy/snowy filter thats being applyed too. it really does capture the essence of winter.

top stuff!

ohh and if you do decide too do a little tutorial ill be all over that :) cheers mate.

Challenge Trophies Won:

Offline Hotshot

  • DBF Aficionado
  • ******
  • Posts: 2114
  • Karma: 91
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #4 on: December 24, 2013 »
That really Impressive Xmas Demo I have seen so far  :clap:

Offline ninogenio

  • Pentium
  • *****
  • Posts: 1667
  • Karma: 133
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #5 on: December 24, 2013 »
forgot too add in my previous, Punqtured has done a stunning job with that tune ive listened too it a few times and it just keeps getting better :)
Challenge Trophies Won:

Offline Rbz

  • Founder Member
  • DBF Aficionado
  • ********
  • Posts: 2723
  • Karma: 485
    • View Profile
    • http://www.rbraz.com/
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #6 on: December 24, 2013 »
Pretty cool, the snow/ground effect is really great.
I can't wait to see the final version in it's full glory! :)
« Last Edit: December 24, 2013 by rbz »
Challenge Trophies Won:

Offline Canopy

  • Atari ST
  • ***
  • Posts: 208
  • Karma: 20
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #7 on: December 24, 2013 »
real nice!  raymarching + snow environments work well together

Offline Gore Motel

  • C= 64
  • **
  • Posts: 45
  • Karma: 18
    • View Profile
    • Gore Motel
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #8 on: December 24, 2013 »
Just one word: damn :clap:

Offline Raizor

  • Founder Member
  • Pentium
  • ********
  • Posts: 1150
  • Karma: 174
    • View Profile
    • Raizor's Dev Blog
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #9 on: December 26, 2013 »
Thanks guys :)

I've attached an exe version (the same version as the video) to the first post in this thread. I've only managed to test in on NVidia so far (GTX 580), so there might be some issues on ATi, hell, there are bound to be :) This version is also locked to an 800 x 600 window. There's no precalc animation at the moment, so you'll get a blank screen while Clinkster renders the audio track.

Hope you all had a good Christmas day!

raizor

padman, your stuff rules! (and doesn't require a PC less than a week old to run properly) :)
« Last Edit: December 26, 2013 by Raizor »
raizor

Challenge Trophies Won:

Offline jace_stknights

  • Amiga 1200
  • ****
  • Posts: 399
  • Karma: 32
  • PEEK & POKE are not MOVEM!
    • View Profile
    • ST Knights WebSite
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #10 on: December 26, 2013 »
Whooooaaaaaahhhhh So amazing!!!!

And you said "that didn't quite get finished in time" ahahahahaha  :updance:

(Raizor for President!!!)
Challenge Trophies Won:

Offline ninogenio

  • Pentium
  • *****
  • Posts: 1667
  • Karma: 133
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #11 on: December 26, 2013 »
ahh ive been looking out for the exe. runs no problem on my laptop i7 gt650 top stuff mate  :cheers:
Challenge Trophies Won:

Offline Pot Noodle

  • Sponsor
  • Amiga 1200
  • *******
  • Posts: 271
  • Karma: 15
  • Computers have lots of memory but no imagination
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #12 on: December 26, 2013 »
Raizor Raizor, What can I say  :o You have a great little Intro there mate, Makes mine look like Play time at nursery school.
It's COO00ool and I love the DBF coming up out of the snow Brill... K++
 :goodpost:

Offline Kirl

  • Senior Member
  • Pentium
  • ********
  • Posts: 1201
  • Karma: 230
    • View Profile
    • Homepage
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #13 on: December 31, 2013 »
Ooooh, lovely puffy, powdery snow effects (would've liked to see a lot more of that) and I'm a sucker for incomprehencible techno babble as well!  ;D

Excellent work guys!  :cheers:
www.kirl.nl
Challenge Trophies Won:

Offline Raizor

  • Founder Member
  • Pentium
  • ********
  • Posts: 1150
  • Karma: 174
    • View Profile
    • Raizor's Dev Blog
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #14 on: January 06, 2014 »
On the subject of a tutorial for using a z-buffer for raymarching, Revival pointed this tutorial out to me, which looks pretty in depth. It's by the guy who makes Syntopia (afaik). Looks like there's a GIT repo with some example code (in Java, I believe). I still hope to put together some stuff myself, but this seems to cover the concepts nicely, so it's worth a look if you're interested in trying something similar.
raizor

Challenge Trophies Won:

Offline emook

  • C= 64
  • **
  • Posts: 88
  • Karma: 12
    • View Profile
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #15 on: January 09, 2014 »
Wow! All in 16kb? or are my eyes fooling me?!

Absolutely fantastic, love the flow and feeling!
----

R Tape loading error, 0:1

Offline Shockwave

  • good/evil
  • Founder Member
  • DBF Aficionado
  • ********
  • Posts: 17378
  • Karma: 497
  • evil/good
    • View Profile
    • My Homepage
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #16 on: March 09, 2014 »
I love the way that the objects rise out of the snow.  The music is really cool too :)
Shockwave ^ Codigos
Challenge Trophies Won:

Offline Raizor

  • Founder Member
  • Pentium
  • ********
  • Posts: 1150
  • Karma: 174
    • View Profile
    • Raizor's Dev Blog
Re: [XMAS_2013] Merry Christmas DBF!
« Reply #17 on: March 11, 2014 »
Thanks emook and Shockwave :)
raizor

Challenge Trophies Won: