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Mille Member
Joined: 21 Mar 2005 Posts: 35 Location: Denmark
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Posted: Thu Aug 10, 2006 8:54 pm Post subject: Delgine, shaded |
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Well, beside game projects, Delgine can also be used for testing shader effects . Some stuff I made using DG3D:
Heat Haze:
Relief mapping:
Depth of field:
Demos online at: www.soft.dk
Thanks Delgine for a great tool
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Aug 10, 2006 9:26 pm Post subject: |
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Those are very nice effects you're achieving, Mille! Keep us posted about your stuff, it's cool! |
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Mille Member
Joined: 21 Mar 2005 Posts: 35 Location: Denmark
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Posted: Fri Aug 11, 2006 9:12 am Post subject: |
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Thanks
Most of the scenes I’ve made are quite small, just used for shader effect testing.
But I was thinking about what to do if I want to make a really really big scene, some kind of city environment. Say, for instance that every house/building was made as a separate dmf model (maybe with the help of importing .x/.3ds files in Delgine). Then I would need a “Editor†to select each model and place them in the scene – AND attach properties to each dmf model.
The overall idear was to make a lightning system in the "Editor", where you can add a light (omni, spot, lightprojector) and attach a shader to that light, in order to get dynamic per-pixel lightning (parallax mapping). Then with a few properties of the light (for instance which dmf models is affected by the light) and a few properties of each dmf model (for instance which models must not be used in occlusion tests of another models), could make a nice fast rendering pipeline. Maybe this sounds crazy
Is there already such an Editor/tool out there ?,
Hows does Irrlicht handels bigs DMF scene, with occlusiuon/octree tests ?
(can Irrlicht even do Per-pixel lightning, HDR, Haze effects, etc) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Aug 11, 2006 7:37 pm Post subject: |
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Very impressive results!
To me that editor sounds like a bit like the scene editing tools of the major engines (UnrealEd, Hammer, TGE World Editor (on steroids)). Irrlicht has IrrSED, but I don't think it comes close to what you describe here. Ogre has... well it sorta has dotscene and the dotsceneexporter. And there is blink3d. All in all, this post is not of much help, so I'll shut up now... |
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Mille Member
Joined: 21 Mar 2005 Posts: 35 Location: Denmark
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Posted: Fri Aug 11, 2006 11:04 pm Post subject: |
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Thanks for your input, actually I didn't know of "Hammer", so your replay is appreciated. Anyways, I just like big spare time projects, so I’ll give it a try on building a tiny editor for big dmf scenes (of many dmf models) and an associated rendering engine – all rendering will be through HLSL shaders for maximum custom-tweaking and per-pixel dynamic lights, its all about getting the GPU as hot as possible.
Should I get anything nice running, I’ll give it to you for free. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Aug 13, 2006 10:37 am Post subject: |
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Quote: |
Anyways, I just like big spare time projects |
You sound like a brave man!
No, but seriously, sounds to me like a great idea! There are not that many good scene editors out there, let alone generic ones. Hope you get something up and running! |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Aug 13, 2006 11:26 am Post subject: |
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Quote: |
Hows does Irrlicht handels bigs DMF scene, with occlusiuon/octree tests ? |
I dont have a clue about core techniques, because im not a game programer anyway. Ive tried Irrlicht and it has very good support for octrees and occlusion culling. You can even load Q3BSP and render them with octrees. Even the Q3 shaderfiles are supported
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Mille Member
Joined: 21 Mar 2005 Posts: 35 Location: Denmark
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Posted: Thu Aug 17, 2006 2:19 pm Post subject: |
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I just wish my girlfriend also thought I was a brave man
Anyways, I got a VisualC++ managed form up and running, with a panel which displays a lit DMF scene of your choice (only one omni light at the moment). Damn, the auto generated code for the C++ managed UI components is ugly, but if you can live with that, there are 2 huge benefits with a C++ managed form - its much more easy to build then MFC (using VS2005), and if you have components (*.lib) written i C++, they can be used directly.
Shoots to come .. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Aug 19, 2006 10:08 am Post subject: |
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Are you programin in DX or in OGL? When you program in OGL, use GLUT, its very useful
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Mille Member
Joined: 21 Mar 2005 Posts: 35 Location: Denmark
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Posted: Sun Aug 20, 2006 10:22 pm Post subject: |
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Its all in DX9, since I got some experiance from work etc. Anyways GLUT is nice, but I must say I've be falling into the Microsoft way, DirectX, and HLSL shaders.
Work from this weekend:
Damn I wish I had more time
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