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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 22:23:52
If lightmaps only contain indirect component you can easily remap it to never go to zero. Just remember that if you can see something then light also can go there and its never pitch black.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 21:28:31
I made a staircase.



The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

"Corners Don't Look Like That"
http://nothings.org/gamedev/ssao/


Is that ssao or lighmap with textures that already contain baked occlusion?
3  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 11:37:23
Just use vertex colors and discrete interpolated color at pixel shader.
4  Game Development / Newbie & Debugging Questions / Re: Libgdx sound lag? on: 2014-07-10 21:19:00
Keep sure that you are not firing lots of audio events at once. If you have some code bug and you launch even coupple sounds per frame it can be quite problem in longer run and it will sound like garbage.
5  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-10 10:33:30
It's open source for reason. So you don't have to work against black box.
6  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-09 00:13:01
ConeLight?
7  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 21:49:35
Box2dLights does not know anything about your sprites. It just blindly raycast all over places and stop when its collide something.
8  Discussions / General Discussions / Re: [opengl] Why are LWJGL enums as integers? on: 2014-07-08 21:47:43
If you miss some rare/new extension you can just use raw integer.
9  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 19:09:59
Try to setup box2d debug renderer to see where you should put your sprites instead of doing all that guess work.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-03 21:35:09
Implemented initial and hacky texture streaming. At start first 4 mip levels are skipped and texture loading is almost instant(instead of seconds). When game is started I just load one texture per frame and this use about 10ms extra and all textures are loaded after ~300 frames. Next task would move this to worker thread. I also need to implement some kind of importance ranking and texture memory budget limiter so it will scale to thousands high res textures.
Ah so through the use of a SharedDrawable, two threads can call GL codes at the same time, of course making sure no problems arise from usage of the same resources?
Relevant to both of you: http://www.java-gaming.org/topics/tutorial-stutter-free-texture-streaming-with-lwjgl/32571/view.html

Have you tested any loading heuristic based on usage, distance or texture importance? How about when you want to hard limit amount of texture memory usage.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-03 20:25:08
Implemented initial and hacky texture streaming. At start first 4 mip levels are skipped and texture loading is almost instant(instead of seconds). When game is started I just load one texture per frame and this use about 10ms extra and all textures are loaded after ~300 frames. Next task would move this to worker thread. I also need to implement some kind of importance ranking and texture memory budget limiter so it will scale to thousands high res textures.
12  Game Development / Newbie & Debugging Questions / Re: [GLSL] Simplify this vertex passthrough on: 2014-07-03 01:49:30
Pre multiply this
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projectionMatrix * viewMatrix * modelMatrix
at cpu. Cpu can then decide per draw call is view matrix used or not. You can't get simpler than that.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-02 20:14:02
Finally remembered to weight my SSAO samples. Just simple aproximation that most of the ambient light in outdoors come from sky so samples that point upwards get bigger weight. This look much better than it sounds. I only weight ambient occlusion with this but I leave indirect bounce light untouched.


This is done per sample.
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float aoWeight = saturate(dot(sampleDir, u_viewUp)) * UP_WEIGHT + 1.0;

Comparision:
https://www.dropbox.com/s/hg51ydwyxodfaq4/skyBiasON.png
https://www.dropbox.com/s/yae6v06czkxh11j/skyBiasOFF.png
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-27 17:53:47
Noticed that you can approximate high freq AO by using normalized normal map z length. Basically this is free. Combined with baked vertex AO and temporal smoothed SSAO I have three different frequencies of ao all playing nice together.
15  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-06-25 20:40:06
You need to renormalize interpolated vertex normal at fragment shader but I don't think this only will fix your problems.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-25 11:03:13

Game is targeted for PC with 60fps gameplay. It does need beefy machine if you want high resolution. Everything is dynamic and procedurally so hardly anything can be baked or faked which do add pressure for performance.

Godray technique itself is really cheap as it only use 16 samples per pixel but temporally refine results which would converge to right solution(in static scene with static camera).

If you want follow the game progress. https://twitter.com/minigore
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-24 20:04:02
Why not share a snapshot of said amazing masterpiece?
https://www.dropbox.com/s/h7w3kjlvr4mu0ol/Godrays.png
Screenshot is from our upcoming game called Hardland.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-23 22:54:09
I managed to do fast and stable volumetric fog shadows using temporal reprojection, screenspace time varying jitter and 2x2 derivate blur. Result was really amazing even with really low sample counts.(4 is still usable)
19  Game Development / Newbie & Debugging Questions / Re: Just how bad is it to keep binding? on: 2014-06-23 21:04:43
It's necessary for batching.(or texture arrays)
20  Java Game APIs & Engines / OpenGL Development / Re: Signed-distance-field fonts look crappy at small pt sizes on: 2014-06-20 08:47:22
Do you have mipmaps?
21  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-10 11:18:07
Making Metal to specific hardware is where they can get performance. Tiled deferred renderer with hidden surface removal combined with high resolutions make the platform performance characteristic really different and special. If you get control of fast on chip memory within tile you can do lot of stuff that would not be possible otherwise. http://www.geomerics.com/wp-content/uploads/2014/03/SIGGRAPH-2013-SamMartinEtAl-Challenges.pdf
22  Discussions / General Discussions / Re: Box2D Lights on: 2014-06-10 09:06:58
Nice! That actually worked pretty good. http://imgur.com/bOTZRZT

Is there no significant performance hit for raising the distance so high? I set mine to 1000 before it almost completely got rid of the fade away. It seems fine, but I'm on a slow computer now.

Thanks for the quick answer, and excellent job on the library. It's quite a nice piece of work.

If anyone else wants to do this, here is the code I used:

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@handler = RayHandler.new(world)
RayHandler.isDiffuse = true

@central_light = PointLight.new(@handler, 400)
@central_light.soft = true
@central_light.softness_length = 1.2
@central_light.color = Color.new(0.80, 0.80, 0.80, 1.0)
@central_light.distance = 1000


Each ray cast will cost some amount more. If this is gonna be problem just modify the shader to output white.
23  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-10 09:03:13
iOs openGL drivers are actually quite good. There is also been good extension for gaming. Depth textures, instancing, pvrtc, srgb textures, msaa, framebuffer discard, programmable blending and vertex texture fetch.
I bet they have supported these extensions just to make Android ports lot harder.
24  Discussions / General Discussions / Re: Box2D Lights on: 2014-06-09 23:52:40
I would test using  isDiffuseFlag as true and light color as white. Then make light with huge distance so fallof don't affect it(much)
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static public boolean isDiffuse; 


You could also tweak the pixel shader always output pure white color instead of vertex color.
25  Game Development / Newbie & Debugging Questions / Re: Solved Remove bullets when off the screen on: 2014-06-09 22:52:52
General solution is to test bounding volume against camera frustum. In this case bullets could be spheres.

Special solution for 2d is intersection test with rectange and bullets.

For non rotated 2d cameras you can use axis aligned rectangle instersection test with bullets.
26  Discussions / General Discussions / Re: When to fund? (Kickstarter/Indiegogo) on: 2014-06-09 22:45:47
Ya I was only thinking around 200-500 anyways, and that not that much considering the amount of content I'm to have down the road.
Setting successful crowdfunding campaign is way more work than 200-500 is worth.
27  Discussions / General Discussions / Re: When to fund? (Kickstarter/Indiegogo) on: 2014-06-09 18:29:34
Don't waste money for advertising.
28  Game Development / Newbie & Debugging Questions / Re: [LibGDX & Artemis] Random Null Pointer Exception in System on: 2014-06-05 21:48:28
Learn to debug before using 3rd party libs.
29  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-04 23:45:00
http://c0de517e.blogspot.fi/2014/06/rate-my-api.html
30  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-03 10:10:46
Every one in web is crying how openGL is broken/retarded/slow and when somebody is trying to give low level rendering API that potentially has market and actual need its suddenly bad thing? I personally used months for our last iOs game cpu optimizations and huge share of that went for fighting with driver overhead. It would have been so much faster to just use some different rendering API with direct control instead of just guessing fast paths.
Thats valid, but thats a very specific use-case Shocked

How normal 60fps game is spesific use-case? Gameplay needed 60fps with minimal input latency and absolute no stutter and we still wanted modern and clean 3d look. I happened to be only graphics programmer so my job was to deliver that.
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