Something Tasty...

Started by iWasAdam, May 10, 2019, 06:46:44

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iWasAdam


Qube

Quote from: Steve Elliott on May 31, 2019, 15:20:08
I like the graphics style there, I wonder why that was produced.   ;)
Viva Mortis in outer space? :)

iWasAdam hates Blender so much he writes his own modelling tool, love it :))
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Until the next time.

Steve Elliott

Quote
I like the graphics style there, I wonder why that was produced.   ;)

hehehehehehehe  :D

Viva Mortis in outer space? :)

Viva Mortis in outer space, nope.   ;D
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iWasAdam

QuoteIWasAdam hates Blender so much he writes his own modelling tool, love it
I'm a bit lucky on that front as I have done this sort of thing before:

2014 - cripes that was a long time ago (Rameses 1):


2008 - oh even longer ago and written on XP as well. Realtime animated graphics anyone?

iWasAdam

ok, so what have I been up to today then????



- the texture tab becomes surface
- ive added a tab to surface so you can select which shaders operate on which triangle.
As you can see I've got 4 basic shaders and the cube shows 3 of them in operation:
top = basic texture - selected texture colored and alpha applied
front = texture stamp (facing to the left). this is the base color plus and texture stamped on top preserving the correct color of the texture
side = texture merge (facing to the right). this is the basic color with the texture colored and stamped

iWasAdam

And another test of the shaders but showing the full surface tab:


Here's a thought for you:
A while back when working on BloodCrypt I developed a really odd way of dealing with multiple lights. In effect there weren't any lights at all, they were handled by the CPU, and a texture generated which handled many lights and basic shadows without any difference to the amount.

It would be possible to take (say the above output), feed it into the light systems and automatically have lighting created with shadows and illumination... Just a thought... but a very interesting one and one that would fit!

Derron

So in essence you plan to somehow cache light/shadow information?
Godot (surely Unity too) has some light probes you can add to a scene - they are used for the precalculation.


Bye
Ron

iWasAdam

I'd like to use probes, but I'm not that good :(

It's the same lighting concept as used in BloodCrypt:


The essence is you have have a flat (top down) plane.
You put in the blocks (generally these would be where the walls are)
Then you put in the lights - as many as you need/want.
And here is the secret sauce... You propagate the light through the 2d plane spreading the light as you go. a bit like spreading blobs of paint - first left then right then up then down... and repeat.

it's a sort of simplified LPV (Light Propagation Volume)

iWasAdam

not sure what it is, but it was originally a size sided solid:


Textures are all 'off' but this was a quick knock-up to see what I could make - maybe it's the front of some space freighter?

GaborD

Autonomous vacuum cleaner with jet propulsion.
You know you want one.

Really nice how fast you are progressing with this. Cool stuff.

Xerra

<GASP>

Adam has been watching the Black Hole.

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iWasAdam

oooh, The Blackhole. One of my fav movies.

Xerra

Quote from: iWasAdam on June 06, 2019, 06:49:55
oooh, The Blackhole. One of my fav movies.

Me too. So under-rated.
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iWasAdam

Brilliant score by John Barry. Check out his scores for StarCrash and Moonraker. They sort of form a space trllogy of scores

iWasAdam

#59
oky-doke... So what super interesting thing have I got for you today then?


Well that looks a complete bust!  >:D

Some random colored and textured shape - It's just not that interesting!

But wait. What if I told you that this was textured from the 3d view only - and the texture coordinates were automatically corrected?

So you select a quad. generally line it us the general way you want the texture to fit the quad and press QFit. That fits the selected set of quad vertexes. making the texture fit correctly. This works in all views as well :)

Also added object combine where visible object can be collapsed into single objects. plus I've added the ability to pass the actual xyz coordinates into the vertex data. so the 2d triangles are now 3d aware (if anyone knows what that means - get in touch - lol).  Pssst... it means lighting can now be done in the shader along with a few other things - need to work on these first
Here's a shot of this in action with the position data being shown as colors in the shader. possibly only GaborD will know what I'm on about?

it's small but really useful additons  8)