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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-12-21 00:39:37
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Ah nice, thanks for the description and link. Very neat  It's funny how you play the sound and then the lightning, because it works well and seems right, but in fact during a thunderstorm you see the lightning before you hear the thunder since sound travels more slowly than light I did as you said since it seems natural however: - the thunderstorm is very close - the samples I used have some delay at the very beginning  (downloaded from http://www.sounddogs.com)
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-12-20 08:04:06
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Cool! I like how the trunk of the lightning bolt has a wider width than the branches.
It's nice the way it's dynamic and isn't just a frozen picture, it seems to actually animate over a short time.
How did you make the algorithm if you don't mind me asking?
Thanks! Indeed, there are some quick animation since a lightning takes about 700ms to appear (800 for me). You can find all the sources here. It relies on GL_LINES, line width, blending, pseudo-bloom and cool sound effects  The lightning lifecycle is: 1 2 3 4 5 6
| -1 produce sound -2 create lightning arcs randomly with some recursivity for smaller arcs -3 display quickly the lines (but not too quickly in order to perceive the "animation") with bloom then growing circle flash at the origin -4 when the whole lightning is displayed, make the screen completely white during 10 frames -5 then display lightning again fading out (transparency increasing) with decreasing circle flash -6 wait some seconds and goto 1 |
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-12-19 23:22:31
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Nice! I'd advice you to remove the fading gradient at the top though  It looks a bit fake. How would you integrate this into the game? It looks like a front-back view, and the game is clearly side-view. Hmmm, maybe speed it a little. I think it is part of a real lightning, see this video on the left. It seems light is coming then leaving from the very origine of the lightning. Hmmm, for me it is a side-view. I'll just put my gray clouds at the top of the screen. 
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-12-12 00:23:05
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While overall great, I think the effect on the bullet is too much and makes the scene flicker too much. I would exclude bullets from this effect - even if only to prevent epilectic spasms  Bullets removed! For the normal map / reflection, it is maybe too much for the main sprite. Although it is a great technique, letting the ship with such a contrast will be important during the game (in which you must dodge enemies and bullets). BTW, some pixel art to improve the ship: 
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Discussions / Business and Project Discussions / Re: Searching for a "sexy" voice ;o)
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on: 2010-12-07 14:21:17
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You can get those programs where once you have recorded some sound (voice) you can apply filters to it, so you can make your voice sound like a robot, deep voice, convert male voice to female and vice versa. You might want to try one of those  Can't remember a name for them but I've seen a few different programs that can do that, think even dell laptops come bundled with such software (cam software). edit:a quick google search reveals that this program can do the above. Theres many others available too. I used freetts but was not convinced  (especially regarding parallel voice production). I'm sure a more real "hot" voice maybe with some adjustment vould do the trick, anyway I'll take a llok at MorphVOX...
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Discussions / Business and Project Discussions / Searching for a "sexy" voice ;o)
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on: 2010-12-03 15:27:37
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Hi all, I'll need some female voice samples for my game spin-off. They'll be used during the game when the player takes bonuses ala thunder force IV  "Hunter", "Shield", "One up", "Claws", "Laser", "Blades" are some of the voices wanted  If you are interested, send me private messages. Thanks in advance, WS.
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-11-16 13:16:37
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The problem you're having is that your sprites contain shade. They must be 100% white, only the transparency should vary. Once you get rid of all the baked in shading, it's time to add your own.
Otherwise every batch of cloud sprites will look like an explosion. (self illuminating)
Indeed! I set them whiter and the result is really better. However one more question regarding the textures used. The alpha channel is derived from luminosity the texture alpha components go from 0 to 255. Should I set it to 255 or 0 only? And indeed now, I've got to work the shading; I've thought about you proposal and it may bring good results  BTW, did you look at Cloudwright? The tool contains shaders and 3 tutorials explain (in the help file) the different parameters that modify generated cloud appearance. They seem to use some grid (warping) concept + fractal/marching.
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-11-10 10:55:03
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Riven, I see your point (although int computing indeed may bring strange artifacts). Just for me to understand, the massive grid represents a cloud or general atmosphere conditions for the scene being rendered? BTW, I've started to implement the paper and following is my first screenshot (in order to see progression  ).  I use this texture atlas:  Goal, get something like:  So a big work regarding shading awaits me...
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-11-08 21:05:44
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Thousands of sprites, that are lit with a volume tracer (sun-to-sprite). It was far from realtime: 45sec per render.
The narrow white smoke column was 2D, mostly faked and realtime though.
Ok, maybe something I could start with  (if you propose to share your code). I think the paper mentioned above uses the same technic regarding multiple sprites but for the colors, it uses some short-cuts (manually chosen colors). You can see some aspects of another implementation of it (according to me) here (see section "Illumination").
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Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model?
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on: 2010-11-08 19:55:12
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Hello Riven, I indeed intend to at least animate them as explained in the paper (dissipation, colors changing). I did not precise but the code on the LWJGL forum is an animation as the sun is slowly disappearing behind the ground producing a cool sunset thus the colors must be also dynamically set. Finally with a shading model (not necessarily complex) the effect will be great. Note: in the beginning of this level, some ennemy armada will appear behind and through distant clouds. Anyway the pictures are cool. Do you have one bilboard per cloud? Or are there multiple "particles" possibly animated (RGBA speaking) separately?
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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