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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: SSAO in LibGDX sans Deferred Rendering? on: 2017-10-01 09:25:56
if
occlusion
is
0.0 .. 1.0
then
occlusion *= occlusion
will fade more.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: SSAO in LibGDX sans Deferred Rendering? on: 2017-09-23 09:40:04
you can approach ssao with depth-only in a simple way where you apply simple unsharp-masking.

https://en.wikipedia.org/wiki/Unsharp_masking

you can then cutoff values <50% or >50% to achieve shadows/darkening or glowing/halos.
adding a depth-range check to falloff the effect can deal with high discontinuities in the depth-buffer to avoid "leaking" or false-shadows.

this can look very good on static images. as soon as the camera turns - you get perspective incorrect darkening. depends on the scene. this is the point when adding a normal-buffer helps alot.

also, bilateral upsampling, say your ssao pass is 50% resolution .. image quality will profit from normal-tests alot, tho' testing depth only works ok too. again depends on the scene you draw.
3  Game Development / Game Play & Game Design / Re: Graphics Backend Abstraction on: 2017-09-06 11:51:17
demanding release!
4  Games Center / WIP games, tools & toy projects / Re: PFTheremin on: 2017-09-01 10:25:28
nice one Smiley
reminds me on https://play.google.com/store/apps/details?id=com.zebproj.etherpad

i'd throw it in into my mix if it'd support ..

- asio
- midi-in
- midi-mapping

o/
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX How do I get the depth buffer from FrameBuffer? on: 2017-08-05 19:57:49
now i remember ..

in vec2 st0;      // texture coords
uniform vec2 dim; // textureSize(depthtex)

uniform sampler2D depthtex;

uniform float znear;
uniform float zfar;
uniform float zrange;


#define linearize(depth) ( (znear * zfar) / (zfar - depth * zrange) )


and then
float linear_depth = linearize(texelFetch(depthtex,coords,0).r);


while
float zrange = zfar - znear;


and
ivec2 coords = ivec2(dim * st0);
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX How do I get the depth buffer from FrameBuffer? on: 2017-08-05 16:07:37
thanks D. Smiley
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX How do I get the depth buffer from FrameBuffer? on: 2017-08-05 13:55:06
the framebuffer should be configured with a depth-attachment attached to it, which is a texture after all.

internal-format should be GL_DEPTH_STENCIL or GL_DEPTH_COMPONENT and format should go like GL_DEPTH24_STENCIL8 or GL_DEPTH_COMPONENT24.

now when you render the color-attachment in a fullscreen-quad/triangle pass, just throw in the depth-texture like you do with any other texture.

next, sampling the depth-texture - i cannot rember the "proper" way.
8  Game Development / Newbie & Debugging Questions / Re: About making game tools on: 2017-08-01 09:06:28
as always. +1 processing.org
9  Discussions / General Discussions / Re: Hoping to make a return to JGO... on: 2017-07-27 12:00:41
o/
10  Discussions / General Discussions / Re: Coding music! on: 2017-04-22 07:44:14
<a href="http://www.youtube.com/v/MsDz5qphC3c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/MsDz5qphC3c?version=3&amp;hl=en_US&amp;start=</a>

<a href="http://www.youtube.com/v/eaMbKZPBruU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/eaMbKZPBruU?version=3&amp;hl=en_US&amp;start=</a>

<a href="http://www.youtube.com/v/3oXNMShBJLA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3oXNMShBJLA?version=3&amp;hl=en_US&amp;start=</a>

https://www.youtube.com/watch?v=qZ5Ylm0SB5s&list=PL-r7DD1WQhh01Uw5lhf43e8H5yRv0YCle
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-19 22:27:26
jammed a PO-14 + PO-16 through fmod subfactory_s_15_09_moncap.mp3
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-09 22:03:11
Trying my hands on some "special effects". This is the first iteration of water reflection.
this looks very satisfying. Smiley

matches the gradient style pretty good.
13  Java Game APIs & Engines / Java Sound & OpenAL / Re: Sound tool recommendations and/or javax.sound problems on: 2017-04-06 09:59:14
+1 for http://www.beadsproject.net/.

fmod is free to use for non-comercial projects. there is no "limited" version.
14  Java Game APIs & Engines / Java Sound & OpenAL / Re: Sound tool recommendations and/or javax.sound problems on: 2017-04-04 11:46:56
"usually" it goes like .. javax.sound < tinysound < openal < fmod
15  Java Game APIs & Engines / Java 2D / Re: MapEditor: Save as Serializable or XML on: 2017-03-29 21:52:09
if you're looking for a simple solid xml/json converter i can recommend http://x-stream.github.io/

with it you could create something without "object" serialization. more a "description" of your saving/loading process. o/
16  Game Development / Newbie & Debugging Questions / Re: OpenGL ES glReadPixels() blocking on PBO on Android on: 2017-03-27 10:58:37
aah i see. my experience with ES is not .. existing really.
17  Discussions / General Discussions / Re: Beginner to OpenGL on: 2017-03-26 20:16:52
http://www.songho.ca/

https://processing.org/
18  Game Development / Newbie & Debugging Questions / Re: OpenGL ES glReadPixels() blocking on PBO on Android on: 2017-03-26 19:54:39
exactly, i dont know if it's possible. .. or how good a shared gl context would work on mobile.

anyway. instead of glReadPixels you could try glGetTexImage/glGetTextureImage and deal with the textures instead of color_attachments.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetTexImage.xhtml

https://www.khronos.org/opengl/wiki/Pixel_Buffer_Object#Downloads

19  Game Development / Newbie & Debugging Questions / Re: OpenGL ES glReadPixels() blocking on PBO on Android on: 2017-03-24 00:37:31
i'm curious since i never ran opengl on such device. .. reading pixels to a PBO is very slow on the desktops i've tested so far - as long as it is happening on the "rendering thread". doing so on a different thread is very speedy.

using double-buffered PBO's is a good idea. what i found is .. even with a single PBO, fetching the pixels on a different thread and locking the whole thing with a reentrant lock .. is pretty speedy. at least significantly faster then single-thread-pixelread.

this is pointing at least to some driver/hardware special case or something like copy-engines kicking in.

hint : read up

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glFenceSync.xhtml

and

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glWaitSync.xhtml

http://on-demand.gputechconf.com/gtc/2012/presentations/S0356-GTC2012-Texture-Transfers.pdf page 14+
20  Game Development / Newbie & Debugging Questions / Re: FPS Camera on: 2017-03-18 23:14:47
a FPS camera can be a 3rd person camera with zero (or very short) distance.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-03 18:59:29
watched ducks, but they made me think about .. what happens if you change your engine to Z-up and forget the model importer ...
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-20 21:19:33
i wrote java bindings to portmidi cos' java midi-api is really not good.
23  Game Development / Game Mechanics / Re: Simulating orbital gravity with a prediction of trajectory (Multiple attractors) on: 2017-02-20 21:10:18
predicting is simulating. anyway, if you want to try discreet instead of continuous .. leapfrog integration is a very good choice. it is orbit stable and reversible.

looks like http://cvarin.github.io/CSci-Survival-Guide/leapfrog.html
24  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-02-11 21:21:44
a cubemapped head





25  Java Game APIs & Engines / OpenGL Development / Re: OBJ File Parsing - More than one UV coordinate per vertex on: 2017-02-07 11:30:03
afaik, obj format does not support multiple "uv channels" out of the box.

you can export the same mesh with different uv mappings and merge it back in code.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-01 23:48:30
@orange : i think i found on archive3d.net.

@agent : skype right! just a tiny bit IBL, it is highly metallic so it doesn't show much.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-01 18:24:35
i had a twist on PBR + rendering to cubemaps to keep the background in sync.

28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2017-01-31 19:07:41
@cas : did you go with jawt plus swing/javafx yet ?
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-28 22:01:37
mysterious fbo zero. like texture zero, what the hell?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-28 19:13:28
thats 2.5D ? .. was actually about to ask how much code that cube took.
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