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1  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-21 16:04:22
Starting the integration... start of the 3rd level of the game: http://www.youtube.com/watch?v=J5H18Pt1GAM
2  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-20 23:39:37
Ah nice, thanks for the description and link. Very neat  Cool

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 Wink (downloaded from http://www.sounddogs.com)

3  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-20 12:07:38
Looks really sweet! I noticed the clouds popping into view in the upper right hand corner, especially the last few seconds of the video (the one on the last post of the first page).

Indeed, I had problem with frustrum Wink

It is corrected now Smiley thanks!
4  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-20 07:04:06
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 Smiley

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


5  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-19 22:22:31
Nice!

I'd advice you to remove the fading gradient at the top though Smiley 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.  Grin
6  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-19 21:59:34
And now a procedural thunderstorm...
7  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-11 23:23:05
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 Wink

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:

8  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-10 12:35:52
What about doing "fake" lighting with normal- and specular-maps on the sprites.  If you render your background and foreground to textures, you could even use the normal-maps to do "fake" reflections/radiosity to make your sprites fit more into the level theme.

A good idea but I'm not yet ready for this kind of technic  Grin

BTW, I've just implemented the Light Scattering effect.

9  Discussions / Business and Project Management Discussions / Re: Searching for a "sexy" voice ;o) on: 2010-12-08 21:59:48
I see...it's still a good advice.... Grin

sure, especially "continue programming"  Grin
10  Discussions / Business and Project Management Discussions / Re: Searching for a "sexy" voice ;o) on: 2010-12-08 08:25:53
Stop programming...go out...met girl...do recording...continue programming.
  Grin Grin Grin Grin

Where I live, people don't speak english nor american  Wink
11  Discussions / Business and Project Management Discussions / Re: Searching for a "sexy" voice ;o) on: 2010-12-07 13:21:17
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 Smiley

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 Sad (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...
12  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-07 13:08:49
Just watched the video, and I noticed that having fantastic looking clouds makes the actual ship and bullets look a lot more cheezy.  Grin

Is it a proposal to pixel-art these sprites for me?  Grin

But you are right! If I get the time for that the result would be "grandiose".
13  Discussions / Business and Project Management Discussions / Searching for a "sexy" voice ;o) on: 2010-12-03 14:27:37
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 Smiley

"Hunter", "Shield", "One up", "Claws", "Laser", "Blades" are some of the voices wanted Smiley

If you are interested, send me private messages.

Thanks in advance,
WS.
14  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-03 14:24:19
Looks great - realistic! Maybe make the plane more realistic too?

Thanks, regarding the ship, I can't since I've no pixel-art talent  Cry
15  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-03 14:23:37
Cool! The airplane should be obscured by clouds about a third of the time Smiley

It's a good idea!  Smiley

16  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-12-02 22:18:25
And a video!
17  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-24 16:06:16
Hello sonic,

Have you tried to take a look at "5.3 Volumetric Clouds and Mega Particles by Homam Bahnassi and Wessam Bahnassi" from shaderx5 ?

When you are done, try to add a light scattering effect, I wrote an openGL port http://fabiensanglard.net/lightScattering/index.php, based on GPU Gems 3 article.

Hi Mister Smiley
It seems the Mega particles algorithm is made for single cloud effect. Regarding the light scattering effect, sure I'll do that it is really good Smiley

While I was surfing I found some incredible articles more or less related to this thread:

- A thoroughly modern particle system.

- Volume Rendering 101

- Miles Macklin's blog

- Volumetric clouds (an implementation of the paper in XNA)

- GPU Gems 3 / Chapter 13. Volumetric Light Scattering as a Post-Process

- The Art and Technology of Whiteout (starting at page 55)

- GPU Gems / Chapter 38. Fast Fluid Dynamics Simulation on the GPU

- GPU Gems / Chapter 39. Volume Rendering Techniques

Enjoy!

WS
18  Game Development / Newbie & Debugging Questions / Re: Pros and Cons of Java on: 2010-11-16 22:01:05
BTW did you take a look at HTML5 and canvas features?

sample: http://www.geek.com/articles/games/html5-platformer-biolab-disaster-proves-flash-has-serious-competition-20100913/
19  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-16 21:07:51
More realistic clouds thanks to whiter textures:



Sunset impacting clouds color:



And now very basic shading (dot product between center cloud to particle vector and center to sun vector):





20  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-16 12:16:37
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 Smiley

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.

21  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-15 22:29:42
Clouds at sunset...

22  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-10 13:14:48
Both images fail to load.

Pictures moved to my wiki.
23  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-10 09:55:03
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 Wink ).



I use this texture atlas:



Goal, get something like:



So a big work regarding shading awaits me...
24  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-08 20:05:44
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 Smiley (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").

25  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-08 18:55:12
Does it need to be realtime, as in moving clouds, or would you accept billboards?

This is what I cooked up years ago:
http://indiespot.net/files/cuage/

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?

26  Java Game APIs & Engines / OpenGL Development / Re: Dynamic 3D clouds + shading model? on: 2010-11-08 16:39:07
Hi!

Where is the source code? Thanks for sharing.

For this effect: you have the source code (not cleaned) here.

For the game levels, I'll have to upload it (soon) on google code (so be patient Wink please)

WS
27  Java Game APIs & Engines / OpenGL Development / Dynamic 3D clouds + shading model? on: 2010-11-08 13:39:41
Hi all,
as my first post here, I would like to know if someone already implemented (and would share experience/best practices/sources) 3D clouds + volumetric shading (isotropic or anisotropic)?

I'm currently working on a game spin-off and so far, I've got only a blue sky with a sun (implementation of "GPU Gems 2, chapter 16 - Accurate Atmospheric Scattering") Cool



I've started the implementation of the following paper: "Realistic and Fast Cloud Rendering" but as it is old (2003), I was thinking about posting here before.

Notes:
- the sources of the project are available (for free) to everybody interested
- I'm looking for opengl 2.0 (max.) implementation for compatibility
- a video of my WIP (poor sound quality Sad )

Thanks in advance for your help.

Regards,
WS
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