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| Some recent topics started on our forums | |
| Red Gun | Hi all I don't know if you remember me, i posted here about iL-engine project. I would like to share with you the actual project i am working with a mate. The game is called Red Gun, it is a game developed for iPhone / iPod / iPad and takes you... |
| Posted December 2, 2010 3:21:25 PM | |
| iL-engine v2.0 | Hi all I dont know if you remember me, but year ago aprox. i posted an iL-engine related video. iL-engine is a learning purpose engine im developing for understand and implement new (or as new as i can ) technology. Im proud to show you the nex... |
| Posted August 31, 2009 10:08:46 AM | |
| How to interpolate between several SH nodes ? | Hi all Im trying to find a method to interpolate data of some randomly scatered Spherical Harmonic nodes in a specific point in space. I know how to do it if you have a regular grid of nodes, but, i dont know how to do it with randomly nodes i... |
| Posted January 20, 2010 6:11:44 PM | |
| Material properties to shader uniforms | Hi all I am rewriting my material class, and i am trying to optimize it because i think its terrible slow now uploading all the data to shader's uniforms variables. Now i have something like this ... class CMaterial { private: ... |
| Posted September 22, 2009 9:42:39 AM | |
| Deferred Rendering in World Space. Help with other spaces | Hi all I am writing this post because I implemented Deferred Rendering using World Space coordinates. I must admit that I think better in World Space than in other spaces, and this will explain why I have some lack of precision in my Deferred Rend... |
| Posted August 12, 2009 7:10:05 AM | |
| How to sum rotations (vector + angle) ?? | Hi all I think its a simple question, but i find nothing on forum yet :( I am programming static animations, and all meshes have initial translation, rotation and scale, and then, another translate + rotate + scale is interpolated from a s... |
| Posted July 30, 2009 5:40:27 PM | |
| Help with Stencil Buffer masking Light Volume | Hi all I'm trying to implement Stencil masking for light's volumes in a deferred pipeline, but i have some problems, i understand the idea, but i dont know at 100% how to tell DirectX lib what to do. Look, i have a bounding box like a volume fo... |
| Posted June 27, 2009 6:58:35 AM | |
| World position reconstruction from Depth (almost done) | Hi all I am trying to make a world position reconstruction algorithm and keep the concepts easy and clear. I had already done the entire algorithm but I have a little misunderstood concept that makes algorithm fails in some cases. First of all, I... |
| Posted June 21, 2009 11:05:59 AM | |
| Float to Float4, Float4 to Float Problems | Hi all Im testing this code i found in this forum to encode some floats to a single float value and viceversa. float4 FloatToFloat4( float rawValue ) { float4 packFactors = float4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0); flo... |
| Posted June 19, 2009 7:13:44 AM | |
| iL-engine | My final project at University It's an 3D engine for lightning ecuaction developing purpose. It was made with C++, DirectX9.0c and Shaders 3.0 Some of the features include: - Experimental fog with different colors interpolated with distan... |
| Posted October 29, 2008 11:48:49 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Red Gun | Hi all Here is the new promotional gameplay video. Hopes it like you ;) Red Gun Gameplay LLORENS |
| Posted December 11, 2010 8:00:33 PM | |
| Red Gun | Hi sybixsus It is made with Unity 3D, and with a few drawbacks, developing for iOS with Unity 3D is acceptable, you need to know some bottlenecks and then you can start to develop :) THanks :) LLORENS |
| Posted December 6, 2010 7:20:35 AM | |
| iL-engine v2.0 | Hi Its from a game, but i dont remember now from what game. I used textures from Half-Life 2, Doom 3/Quake 4, etc. Hope it helps you. LLORENS |
| Posted September 7, 2009 5:31:50 AM | |
| iL-engine v2.0 | Hi Yeah, SSAO is still failling, it need more work around :) Formats are: (16 bits per component) RT1: Albedo.r Albedo.g Albedo.b NeedIlumination RT2: Normal.r Normal.g Normal.b Specular RT3: Depth(32bits) SpecularExp(32bits) RT4: LightAc... |
| Posted September 2, 2009 6:41:17 AM | |
| iL-engine v2.0 | Hi gjaegy Imagine an image of 4x4 subimages who contains animation frames of this flame. Then you only need to spawn a particle without velocity and render it over time without any kind of fade effect. This fire is only usable on... |
| Posted September 1, 2009 8:33:00 AM | |
| iL-engine v2.0 | Thanks They are inspired on Diablo 3 scenes ;) LLORENS |
| Posted August 31, 2009 1:58:46 PM | |
| iL-engine v2.0 | Thanks Patrick, i have in mind more things for this project :) LLORENS |
| Posted August 31, 2009 11:09:10 AM | |
| Crytek's MassLighting early implementation | Quote:Original post by sebh Quote:Original post by arkangel2803 Hi Maybe, i dont know at 100%, they talk about 'visibility' of these secondary lights, and they use a map with somekind of imperfect shadow map to solve this 'visibility', but i don... |
| Posted August 26, 2009 4:38:48 PM | |
| Crytek's MassLighting early implementation | Hi Maybe, i dont know at 100%, they talk about 'visibility' of these secondary lights, and they use a map with somekind of imperfect shadow map to solve this 'visibility', but i dont know if i'm correct. Anyway, wich is the purpose of this mass... |
| Posted August 26, 2009 12:41:14 PM | |
| Crytek's MassLighting early implementation | Hi SlyCoder Can you explain in few words how this method works ? I was reading Crytek's paper, but in his presentation, they said that there was no 'pre-calculations'. Then in paper i can see a lot of inperfect shadow maps, i think they are cal... |
| Posted August 26, 2009 4:25:59 AM | |
| View All Replies Made By This User | |