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<0> ouch <1> Man $60 us is cheap for a new game here :/ <2> it's cheap(er) than some here too :/ <3> gaminggeek, remember the water damaged deal :) <1> Yea :) <1> There are still some HSDB ones :) <1> but they must be REALY funky buy now lol <1> The onlything about buying from tuxgames is this shipping :( <3> get lgp-micheal to set up some dload only deals <1> \o/ <3> or is that already happening? <1> who knows <1> or perium shipping <1> I would pay more for the thing to get here faster than 2 weeks :/ <3> patience <3> well, I'm different I suppose
<3> I still sometimes play games from the early 80's <4> gaminggeek: opengl is starting to turn ugly ! <4> gaminggeek: wait no game programming in general <2> download-only isn't about to happen soon I think. Though there are download-onlys of LGP games on CNR, which now appears to spread <3> Zero_Dogg, perhaps add ons could be handled that way <3> e.g. extra missions and the like <3> if not the main game <2> what kind of add-ons? Free ones, yes. And those are handled by lgp_update <2> though [B/me heads to bed <5> hello <6> cubezzz, http://www.youtube.com/watch?v=j02b8Fuz73A&mode=related&search= <6> enjoy <6> off to fix some code giving me trouble up good. And than sleep. <6> night <5> hello <4> deltib: hi <4> deltib: learning opengl now <4> deltib: no sorry, learning how you do certain effect in opengl <5> oh <4> deltib: btw someone mentioned that rotating in cpu is not smart ... <5> huh? <5> of course not, you do all transformations on the GPU, that's what they're there for <4> deltib: hehe :) <4> deltib: and i also heared that you only rotate in cpu if you need it do collition detection <5> yes <5> although, for the most part, it's best to try and do collision detection so you don't have to do a lot of that <4> deltib: you mean only when you think they mightcollide ? <4> deltib: on the other hand .... the same object might be colliding several time .... would be nice to keep that in mem no ? <5> what I mean is <5> imagen you're doing collision between a bounding volume (representing a characture or something) and a mesh soup (being your environment) <5> instead of rotating the environment, you just rotate the bounding region <4> a like that :) <5> it may seem obvious at first <4> deltib: but ? <4> deltib: btw howlong do you estimate this will cost me ? <5> but when you consider that a lot of different things in the environment might have different transformations sepperate from other objects <4> deltib: uhu <5> you have to combine different transformations (sometimes reversing them) <5> I have no idea <4> hehe :) <4> deltib: you said you didn't like prefab engines .... but have no clue howlong it takes to make one ? :) <5> you mean how much time it'll take you to make <5> or how much CPU time it'll cost <4> deltib: me not cpu <5> heh, I still haven't finished making mine <5> if I didn't procrastinate so much I'd probably have a pretty good engine already <4> deltib: and howlong have you been working on it ? :) <5> I have no idea <5> years? <5> if you mean actualy time spent on it, then I'd have to say about a month <5> actual* <4> deltib: a month jobtime or hobby time ? <5> I mean time working on the project <4> like 24/24 7/7 ? <5> hmm, perhaps not that much <5> unfortunately, I don't even work on to it anywhere near that <5> I really should <4> :- <5> but right now, I should be working on X3 <4> hehe <5> but I've made a bit of progressing figuring out HOW I'm going to port it lately, so it shouldn't be long now
<4> deltib: hehe <5> but now I'm wanting to create some GUI system <5> something really pretty, and real 3D <4> ? <5> something that can make me feel like I'm Lain <4> deltib: hmmm considering you learened from the intranet ... i presume you can't give me any meaningfull opengl links ? <5> I get most of my GL information from opengl.org <4> yes but i still need the basics ... <5> oh <4> what i need is a "how opengl works" schets ... so i know hopw it works, how to do postproccesing, how floatingpoint color buffers work etz ... <5> which basics? <4> i prefer a global picutre before i start using the picture <4> deltib: mulittexutre, pixelshaders, postproccesing, reflection, stencil, bloom, glowtexture, lighting, .... <5> er, I'm not sure it works like that <5> the basics of OpenGL are things like, opengl and it's state <4> uhu <4> hence for me to need to know the basics :) <5> you could always read the technical spec <5> that'll give you every pice of information you need to use it <5> however, it'll also give you every piece of information you need to create your own OpenGL implimentation <4> deltib: hehe :) <4> deltib: well ok i'll try to read the tech spec <4> deltib: but they hell are boring :) <5> it might pay to try a basic tutorial before you start on the tech spec <4> deltib: like drawing polygons ? <4> deltib: btw do you consider floating pointer renders usefull ? <4> maybe a better question: are they slower ? <5> what on earth is a floating pointer? <5> ar what slower? <4> deltib: wait let me find a link <4> deltib: hdr render does that ring a bell ? <5> oh HDR <5> I'm not actualy sure about that <5> I mean, all modern GPUs do most of there work in floats anyway <5> I'm not sure where the slowdown comes <5> perhaps it's memory bandwidth <4> well yes ... but not on the final color buffer <4> if you do so on the final color buffer bloom becomes easier <4> deltib: i"m not saying there is any slowdown <5> bloom can be done easy enough without HDR <4> yes true <5> it's just about where you get your information <4> but with hdr .... it's more correct :) <5> yeah <4> normaal bloom suffers from the issue: "how bright is this pixel lad ? i know it's white .... but how white ... hey maybe it even red ?" <5> asuming you do it right <4> another solution is render the scene twice <4> and the fix is floating point rendering :) <5> I came up with an idea to do two renders <5> one to find the brighter parts of the image, and one to render the final colours <4> so fps /2 :) <4> with floating point it could be fps / 1.2 :) <5> I already have a test effect that adds sparkles to water, that renders the specular reflection first, and then uses that in a postproccess effect <5> it's not /2 <4> it's not ? <4> how can it not be ? <4> lower res ? <5> not exactly <5> no, I was thinking more along the lines of not proccessing stuff you don't need for the highlight p*** <4> aaa like that <4> still straight floating point (if not slowed down) sounds better imo :) <5> although, now that I think about it, there's not much you could get rid of <4> i both love and hate how gpu's work :) <5> yeah <5> would be faster <5> but not always available <4> true <4> i've been thinking about only supporting certain features if you can do X <5> even some older GPUs that do use high precision in the rendering pipeline still don't give you the option to not clamp values at certain points <5> you can also just use a rule that only completely white regions on the frame buffer should be bloomed, which looks better (although still not accurate) <5> what I hate is bloom that just blooms ALL colours <5> it looks terrible <4> deltib: say ... can we render to a noncalmping buffer ? <4> deltib: well you can just convert the image to b/w :)
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