Dark Bit Factory & Gravity
PROGRAMMING => C / C++ /C# => Topic started by: ninogenio on July 22, 2013
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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.
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You're late, I expected your new stuff yesterday ;)
But this looks really cool and runs pretty fast on a gtx560ti.
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works fine on my crap intel 3000hd 8)
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@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 :)
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Very nice ninogenio! I feel like I'm at the disco! :) K++
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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.