Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: relsoft on June 30, 2006
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Hi guys, I've developed an OpenGL bloom effect w/o shaders (my card can't handle the stress of shaders and nvemulate crawls when I use it). Can you guys test this is this actually works on your system? the only non-standard stuff I'm using here is the render to texture trick. I would appreciate if you could post your specs especially the vid card. The oldest card I could find that this effect did not work is an s3 16mb PCI. :*)
Yeah, the demo is a bullet-hell system similar to strikers 1945 bosses. :*)
SPACE to toggle bloom.
Thanks!!!
If someone wants to know How I did the bullet effect, I could post some source. :*)
This would be useful for our current kart game, Lights in tunnels, neon lights, etc :*)
I've included an attachment and a screenie.:*)
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Works fine here Relsoft, amd@1.7, radeon 9600
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Did you notice something when you pressed space?
thanks!!
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Yep, the glow around the things was switched on and off.
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I noticed a small change in the colours. but didnt see too much of a glow.
Ran nice and smooth, P4 2.66Gz Nvidia GF5500
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Ran fine on my machine too, AMD XP 1.1GHz, GT 6600.
The glow toggle also worked ok.
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Radeon X300 SE Worked fine, glow looked nice, if a little faint, toggled on and off.
I like that emitter routine.
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Works fine here, exactly like your screenshot.
P4 2.8 Ghz 512MB
GeForce 6600GT 128MB
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glow/bloom is pretty dim, but it's there.
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Thanks guys. the glow's intensity is controllable. :*) I wanted a "very" subtle glow instead of your usual glow. Trying to emulate how the thing would look on a dark room on a TV. :*)
O0
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You know what this put me in mind of something from my childhood.
There was a console called the Vectrex, I don't know if you've ever heard of it.
(http://www.videogamecritic.net/images/vgm3/minestorm.gif)
I bet you could make a really good conversion of this game using that bloom effect.
Nb. the game was called minestorm.
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wow!!! that's what I am trying to emulate. :*)
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Nice original effect, what inspired the blobs?
Jim
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Nice original effect, what inspired the blobs?
Jim
Kenta cho. :*)
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Did you have a Vectrex Rel?
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nope. Never seen vectrex. :*(
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It was a cool console, at the time people were buying ZX81 and C= Vic 20's!
The vectrex had vector graphics and a cool built in display.
Unfortunately it only had one good game (Minestorm) and you couldn't program it so it failed. Your bloom effect reminds me of the glow of the special monitor that came with the Vectex!
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dude, imagine fighting that thing... ouch
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BTW, in my spare time, I added some things to this demo.
But basically the project this probably will evolve into is a bullet hell manipulation engine.
A turret and barrage type with parameters you could change to change the AI of the bullethell.
Right now, the engine could handle trikers 1945, raiden, etc type patterns. changing from one pattern to another is could be accomplished by parameters and making new curtain-types could be done by the user. Imagination is the limit. :*)
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It would make a really amazing and devistating end of level boss for a shoot 'em up that's for sure!
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i want that game back! it owned on the vectrex :p
ABout your work, it works fine here, including the glow effect
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Did you have a vectrex Druid? :)
If you could find a Vectrex on Ebay I think that the Minestorm game was built into the machine.
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I had one. It rocked! It's now gone, my mother thought it was useless to keep it. At that age, I wasn't fighting my parents yet....what a fool I was :)
And yes, that was the game provided..very very adictive!
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Hey Rel,
Works great here, AMD athlon64 3500+, RADEON X800PRO 256mb
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A very cool effect - works great on my laptop and it is only a NVidia GFX Go5700!!!!
What is it coded in?
Regards
DrewPee
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I think it's probably Freebasic Drew.
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Yep Freebasic + OpenGL.
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Speaking of which I am going to have to brush up on that before long I think :) Probably I'll be looking at your tutorials first Rel.
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Looks great Rel! The glow effects work here too.
How are you doing this effect?
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1 . Render to texture
2. Download the frame to system memory
3. Filter alpha and smooth
4. rescale and blit over the actual buffer using GL_ADD
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You might save on the blur by rendering to texture in a small screen size first, then rendering scene to normal size window, then rendering with GL_ADD. The hardware should nicely blur for you.
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You might save on the blur by rendering to texture in a small screen size first, then rendering scene to normal size window, then rendering with GL_ADD. The hardware should nicely blur for you.
err, that's what I'm doing. Texsize = 64 by 64 on a 640 by 480 screen.
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oops sorry dude...I misread the post.