Dark Bit Factory & Gravity

PROGRAMMING => C / C++ /C# => Topic started by: ninogenio on July 22, 2013

Title: volumetric fog
Post by: ninogenio on July 22, 2013
heres a little thing ive been bashing away on for the past week,

volume fogging with bsp collisions so the camera cant go through walls or any of that jazz  :). and i changed my omni shadows too moments based using a 2 channel color buffer instead of depth. it still works rough with a few bugs though..

im just posting too make sure it works ok on other systems so please drop a comment too let me know.

it might be a bit slow its completely unoptimized atm cheers guys.
Title: Re: volumetric fog
Post by: hellfire on July 22, 2013
You're late, I expected your new stuff yesterday ;)
But this looks really cool and runs pretty fast on a gtx560ti.
Title: Re: volumetric fog
Post by: Rbz on July 22, 2013
works fine on my crap intel 3000hd  8)
Title: Re: volumetric fog
Post by: ninogenio on July 22, 2013
@hellfire,

haha :).. i actually almost had it working yesteday but couldnt get the 3d tileable perlin noise generating properly.

for next sunday maybe ill try some refraction stuff similar too your cube demo  ;)

@rbz,

yes i tested on my intel so thought there would be a good chance it would work on your end this time :)
Title: Re: volumetric fog
Post by: Raizor on July 23, 2013
Very nice ninogenio! I feel like I'm at the disco! :) K++
Title: Re: volumetric fog
Post by: ninogenio on July 24, 2013
cheers raizor,  :)

this is my little test bed for stuff, im going too keep pushing new stuff in this scene till i really stress my gfx chip out then optimize the snot out of it too really get a handle on the do's and donts of glsl.