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What are you working on at the moment?

Started by Shockwave, October 28, 2006

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Kirl

#580
Quote from: combatking0 on June 03, 2012
Nice effect though - I can only wonder how it was done. :o
It's a really simple technique! Just two similar transparant patterns layed over eachother, when you move, rotate or deform (like in this case) one of them out of alignment with the other you get these really cool moire patterns. The colors (which you toggle with alt) is the actual map I use for deforming one of the pattern layers (using the alpha values).

There's still some forgotten functions left in there which reveal the setup. You can rotate a layer with the sideways arrows (up and down adjust the deform strength).
www.kirl.nl
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combatking0

I'm working on a C# game involving jewels - here's an early alpha blending test:
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TinDragon

Nice looking gem, any hints on the type of game :D

I havent had much free time today, but made myself a new desktop background using blender, nothing to fancy just some dice. Was getting bored of the dwarf i had there before :P

might as well attach it as a pic  :)

combatking0

It's a strategy / "board game" style game.

Cool looking dice - I'm not quite at that level yet.
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Raizor

Coming along nicely CK. That would look lovely with some reflection/refraction :)
raizor

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combatking0

#585
I'm looking into reflection, but I didn't know OpenGL could do refraction. I need to do more research - in the meantime, I have upgraded the design to a "brilliant" cut:
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Jim

Reflection and refraction aren't 'built in' but there are lots of tricks to make things that look like that, including rendering the scene from different views and then using those outputs as textures with/without alpha in the main scene.

Jim
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combatking0

Cool tips Jim, they make sense. One day I'll be ready for graphical tricks like those. K++

I've managed to get the light source reflection working, and with the wireframe enabled, it looks close to what I want for this version.

Now to make it display a few hundred of them.
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Xetick

Quote from: combatking0 on June 27, 2012
I'm working on a C# game involving jewels - here's an early alpha blending test:

Neat! I was working on a crystal when I noticed this old thread again. It's procedural. A proper cube map would however make mine a lot nicer. Ohh well. Now I just use the reflection vector in a perlin noise field.
Plane9 - Home of the Plane9 3d screensaver/music visualizer
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combatking0

Now that's the sort of effect I'm aiming for - pearlin noise you say? I've got more research to do.

I've been wrestling with the lighting settings - maybe I've been going the wrong way about it.
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Xetick

The lightning is torrance sparrow but I would guess for such a flat surface a simple blinn-phong would do. Adding in the reflection vector to "something" helped quite a bit with the effect. Something in my case was a 3d noise since I have that at hand. It's just to break up the completely flat uniform look. If you want it to look better however I would say go with a cubemap since that would be the proper way.
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Xetick

Quote from: combatking0 on June 29, 2012
Now that's the sort of effect I'm aiming for - pearlin noise you say? I've got more research to do.

I found some code that maps a reflection vector to a 2d texture. Seems quite ok in most cases so this allows you to skip the cubemap if your lucky and just use some diffuse texture for reflections instead of a perlin noise or a cubemap.


float3 reflectV = reflect(viewdir, normal);
float yaw = 0.5 - atan( reflectV.z, -reflectV.x ) / PI2;
float pitch = 0.5 - asin( reflectV.y ) / PI;
float2 lookup = float2( yaw, pitch);
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Shockwave

Shockwave ^ Codigos
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combatking0

I'm still looking into Xetick's techniques for my gem game, but work has asked me to put together a semi-complicated texture map test - so here are the first results.

Demo and sources will follow in a dedicated topic soon:
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Raizor

Quote from: combatking0 on July 12, 2012
I'm still looking into Xetick's techniques for my gem game, but work has asked me to put together a semi-complicated texture map test - so here are the first results.

Demo and sources will follow in a dedicated topic soon:

Looking cool CK. Have you had a change to look at lights in OpenGL yet? They really can bring a scene to life.
raizor

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Kirl

www.kirl.nl
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Xetick

Just completed some updated to my particle system and also found a rather simple shader to generate a classic 'star' shader particle.
Uses air damping, noise based flow field, glow, FXAA and no textures



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Raizor

Looks very nice Xetick. Curious to know how many particles there are in that vid and what the maximum is.
raizor

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Xetick

Quote from: Raizor on July 14, 2012
Looks very nice Xetick. Curious to know how many particles there are in that vid and what the maximum is.

Thanks. In that video there are about 400 alive at any time. Max with that exact scene seems to be around 30000 while still being over 60Hz. The noise field that is being evaluated for every particle does use some cpu.
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Raizor

#599
Cool. Thanks Xetick :)
raizor

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