Author Topic: Currently working on...  (Read 11583 times)

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Currently working on...
« Reply #15 on: July 02, 2007, 10:45:22 pm »
so, you say there arent and cant be any software based shadow implementations which can render at a reasonable time
No. It is possible to do it (of course it is...everything possible in hardware is possible in software too). But i expect performance to be 1/3rd of non-shadowed performance. That's similar to the drop that it causes in hardware, but the fps you start with are significantly lower in software, so you don't have much left.
Adding it to the software renderer means to write an completely new renderer for this. Using a unified renderer will result in non-shadowed performance to drop, which is not acceptable to me.
We'll see how it goes...once it works in hardware (and people are actually using it...), i may rethink the software thingy... ;)

Offline Melssj5

  • double
  • *****
  • Posts: 715
    • View Profile
Re: Currently working on...
« Reply #16 on: July 03, 2007, 12:05:14 am »
any idea about a date to test it!  :o
Nada por ahora

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Currently working on...
« Reply #17 on: July 03, 2007, 10:46:42 am »
I'm still having some issues. I'm not sure when i'm ready to release a beta version of it. Maybe in a week or two, maybe later.

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Currently working on...
« Reply #18 on: July 04, 2007, 11:19:46 pm »
Shadow casting of transparent objects works:


Offline Melssj5

  • double
  • *****
  • Posts: 715
    • View Profile
Re: Currently working on...
« Reply #19 on: July 05, 2007, 12:35:26 am »
Great Job
Nada por ahora

Offline cyberkilla

  • float
  • ****
  • Posts: 413
    • View Profile
    • http://futurerp.net
Re: Currently working on...
« Reply #20 on: July 05, 2007, 01:26:00 am »
Quote
The possibilities are endless.

Me, combining with jorbis for sound and with jspeex for speech now ;), plus what I hate the most -> networks.

I will definitely be getting something set up when I get back to my 3d project ;D
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

Offline hytparadisee

  • int
  • **
  • Posts: 86
    • View Profile
    • http://peterhi.com
Re: Currently working on...
« Reply #21 on: July 05, 2007, 04:09:42 am »
Hey Egon, the grass texture and the tree models are from TurboSquid right? And the tree models are actually some planes crossed together with alpha right?

Edit1: It's looking really ace now. Just wondering whether this new thing can bring something new, perhaps ?sunlight?

Edit2: How is it exposed in the API. A post processor?

Edit3: At first i considered bloom and shadow the same, now i see the difference. (but somehow I cannot tell the difference ???)
« Last Edit: July 05, 2007, 04:16:08 am by hytparadisee »
Today I finally found a problem to my soluuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuution

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Currently working on...
« Reply #22 on: July 05, 2007, 06:00:52 pm »
The texture is from the web and the models too. They had their own license, so i don't think that they are from TurboSquid. Anyway, they are just for testing.

1.) Sunlight is possible as far as shadows from sunlight are possible. However, it's not just about pinning a "sun" somewhere in space and let it create shadows. Shadows have to be tweaked to look good and give the impression of shadows created by the absence of sunlight.

2.) No. It has nothing to do with post processing. It will come in two flavours: Some new methods in a few classes to enable you to do everything needed for shadow mapping on your own and a sample implementation in the util-package that should cover the basics and that should be sufficient for almost any application.

3.) I don't see how you could mix the two...and what do you mean by "you can't tell the difference"? I mean a shadow is...well, just the a shadow. How does it correlates to a post processing bloom effect?

Offline pcg

  • byte
  • *
  • Posts: 6
    • View Profile
    • http://www.plasticcowgames.com
Re: Currently working on...
« Reply #23 on: July 05, 2007, 10:36:47 pm »
that looks fantastic. It adds atmosphere to the scene.

I had a play with jpct a while back and was really impressed - hoping to start a project next month.
One thing i did notice was the problem with Fog. It only worked correctly if fogging to black, but like i say this was a while back.
Has the fogging issue also been resolved?

Sorry for highjacking, but the thought of using fogging and shadows to make an environment atmospheric is very appealing :)

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Currently working on...
« Reply #24 on: July 06, 2007, 12:02:01 am »
Oh, i remember your nick...at least i think so. Well...fogging...the "problem" (some call it feature) exists in software mode only IIRC. In hardware, you can use basic per-pixel-fog to whatever color you like. It has some problems with multipass rendering though but that's something that i can't fix, because it's caused by the way OpenGL works.

Offline Remo

  • int
  • **
  • Posts: 64
    • View Profile
    • http://www.opsdirector.com/3dart
Re: Currently working on...
« Reply #25 on: July 06, 2007, 02:32:41 am »
Yay a snorkels game! :p.


Great to see that jPCT got shadows :D. Looks just great. Good job again Egon.

Offline pcg

  • byte
  • *
  • Posts: 6
    • View Profile
    • http://www.plasticcowgames.com
Re: Currently working on...
« Reply #26 on: July 06, 2007, 02:06:47 pm »
Oh, i remember your nick...at least i think so. Well...fogging...the "problem" (some call it feature) exists in software mode only IIRC. In hardware, you can use basic per-pixel-fog to whatever color you like. It has some problems with multipass rendering though but that's something that i can't fix, because it's caused by the way OpenGL works.

Excellent. Cant wait to get started :)