Share with us how are you using the powerrrr of the force
Moderator: Alain
by Leadwerks » Tue Apr 15, 2008 12:53 pm
Doesn't have so much to do with physics, but I am very proud of what our artist acheived, and how good it looks in the engine. Screen space ambient occlusion is used to give the pipes in the shadows some nice global illumination-like lighting. This is real-time, 100 FPS:
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Leadwerks
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by Leadwerks » Tue Apr 15, 2008 1:31 pm
100 FPS, and the lights can move. We are getting better renders in the engine in real-time than in 3ds max.
I would like to try making that rubber hose a sort of soft-body physics object.
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Leadwerks
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by JernejL » Tue Apr 15, 2008 3:38 pm
Amazing dude, your engine looks as if it can do everything well, interior and externior.
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by Thomas » Tue Apr 15, 2008 7:42 pm
looks great! i would like to see a video!
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by Julio Jerez » Tue Apr 15, 2008 8:29 pm
Hea I think the crowd want to see video.
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Julio Jerez
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by Leadwerks » Wed Apr 16, 2008 9:09 pm
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by bakura10 » Thu Apr 17, 2008 6:43 am
Impressive render !
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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by Vsk » Thu Apr 17, 2008 10:49 am
It looks realy good, but a video will be the best for the sckeptiks ones.
Good job.
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by Julio Jerez » Thu Apr 17, 2008 2:10 pm
yes I am starting to suspect that this are screen shot of a quake 3 mod, the leadwerk is running secretelly.
The crows demand a you tuve video.
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Julio Jerez
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by Leadwerks » Thu Apr 17, 2008 2:20 pm
Soon.
Having the finished player controller would help facillitate that.
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by bakura10 » Thu Apr 17, 2008 3:27 pm
What techniques are you using for lighting ? Simple Phong ? Instant radiosity method ? Something more complicated ? :d
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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by Leadwerks » Thu Apr 17, 2008 7:22 pm
Phong, SSAO, shadowmaps.
I improved the SSAO shader so it will only affect pixels below a certain brightness:
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by Stucuk » Thu Apr 17, 2008 7:36 pm
Julio Jerez wrote:yes I am starting to suspect that this are screen shot of a quake 3 mod, the leadwerk is running secretelly.
I think you mean Doom 3. Quake 3 was released in December 2, 1999, way before effects like this.
@Leadwerks: It looks good but i don't like the tiles on the floor. For old "rundown" floor tiles they have too much specular lighting, they shouldn't be so reflective, insted they should be dull. While wall tiles may have some reflection left after years of neglect, floor tiles should be alot more "worse for ware" as they should be covered in more dirt and suffered more "abuse"(making them not reflect light). Earlyer screenshots were more realistic.
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by Julio Jerez » Thu Apr 17, 2008 9:18 pm
Doom3, quake, 3 quake, doom 33 .. .O lost count.
the scene remind me a video of one of the quakes/doom where a monster comes out of a room and they is a lot of blood in the room.
I guess we are going to have that player controller going wond't we?
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