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  Tech demos - undisclosed game  (Read 3548 times)
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Offline Riven
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« Posted 2012-12-04 07:52:13 »

In this thread I plan to release tech demos of a yet to be named game.  Wink


I'll kick off with a small soft-lighting demo, which runs in realtime on a crappy video card. The scene has 256 dynamic lights and 16384 static lights. The geometry is infinitely thin and is (therefore) only visible due to changes in shade in the neighbouring pixels. There's roughly 16 hours of work in this puppy.



This is my first attempt at uploading anything serious to YouTube, so the video is bad, and the audio is worse. I didn't even make the audio fade in & out. Please bear with me while I look for (better) video editing tools.

<a href="http://www.youtube.com/v/WEgI5YEbSu8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/WEgI5YEbSu8?version=3&amp;hl=en_US&amp;start=</a>

The background music was purely accidental, Fraps just grabbed my streaming radio persecutioncomplex Cool

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Offline Gjallar

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Follower of Nurgle


« Reply #1 - Posted 2012-12-04 08:25:10 »

That is quite pretty, looking forward to more.
Offline PaulCunningham

Junior Devvie


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« Reply #2 - Posted 2012-12-04 09:56:17 »

I don't usually like that shadow effect (looks pretty horrific in Monaco IMHO) but that looks very cool. Probably because it's really subtle.
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Online princec

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« Reply #3 - Posted 2012-12-04 10:34:06 »

We've yet to plug it into an actual griddy sort of map and see how it all looks. I think it'll look ok in the end. It's going to be a strange mash up of 8 bit retro and modern GPU shader effects.

Cas Smiley

Offline Riven
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« Reply #4 - Posted 2012-12-04 14:50:26 »

After changing the algorithm to allow some shortcuts (sharper shadows in some edge cases), it's
no longer using the GPU resources exclusively. Smiley



The previous algorithm used 512 dynamic lights and 16384 static lights, the new algorithm uses 32 dynamic lights and 256 static lights, with similar results, by faking the penumbra instead of simulating it with scattered light sources.

Click to Play

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Offline theagentd

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« Reply #5 - Posted 2012-12-05 01:57:31 »

Resolution?

Myomyomyo.
Offline Riven
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« Reply #6 - Posted 2012-12-05 02:06:59 »

The resolution is 512x512 at the moment - but with the high framerate, there is no reason to keep it small. Except ofcourse the puppy-games graphics style, where a pixelated look is a bonus (I really get even more money when I reduce the resolution!)

Next thing up is a lightmap grid, where lightmap instances are pooled.

Culling of entire groups of occluders is already supported, making it a tad faster.

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Offline namrog84

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« Reply #7 - Posted 2012-12-05 03:30:11 »

To disagree with PaulCunningham, I've always been a huge fan of this type of shadow effect.

I have planned several games in my mind that use something very similar to this, I am looking forward to see the direction this goes in.


Keep up the great work!

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edit: Seems the emoticon more like a ooooh ahhhh awwww then a 'yawn' in my opinion..

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Offline deathpat
« Reply #8 - Posted 2012-12-05 09:28:04 »

It looks very good !

Can you please explain a bit how you're doing this ? How do you fake the penumbra ? you're using a texture with a kind of gradient ? ( as described in Orangy tang's article ). Do you use shaders ? lightmaps ? For the static lights, you render them only once and store the generated lightmap ? If it's like that, it doesn't use too much memory to store them ?

Sorry for all the questions but as my game is using the same kind of lighting, I'm very interested in the subject Smiley

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Offline ra4king

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« Reply #9 - Posted 2012-12-05 20:18:56 »

That is quite pretty, looking forward to more.

The video looks neat! Can't wait to see more Smiley

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Offline cheatsguy

Junior Devvie


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« Reply #10 - Posted 2012-12-05 23:41:15 »

This is awesome  Grin are there any tips you could give for making something similar? (I actually really want this in my current project...)

Busy between school, work, life, games, programming and general screwing around.
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Offline CommanderKeith
« Reply #11 - Posted 2012-12-10 12:34:58 »

Looks great, impressive performance.

Dynamic shadows add so much ambience and atmosphere to a game.

Do you use one or many pre-made images for the soft shadows (the penumbra)?

Offline Riven
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« Reply #12 - Posted 2012-12-10 12:48:36 »

I used a modified version of the Penumbra texture that was provided at:
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/dynamic-2d-soft-shadows-r2032

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

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Offline Orangy Tang

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« Reply #13 - Posted 2012-12-10 12:55:57 »

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.

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Offline Riven
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« Reply #14 - Posted 2012-12-10 13:08:36 »

That explains it Smiley I also cleaned up the texture a bit. It has some jagged edges along the diagnal and a weird gradient along the right side.

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Offline Grunnt

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« Reply #15 - Posted 2012-12-10 13:24:23 »

Great creepy atmosphere. My guess would be it involves zombies Grin

Offline Riven
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« Reply #16 - Posted 2012-12-10 13:35:52 »

Zombies are for the unimaginative. Pointing

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Offline Grunnt

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Complex != complicated


« Reply #17 - Posted 2012-12-10 13:46:55 »

True that. Hmm, how about blood-sucking undead pixies?

Anyways, I'm looking forward to see what comes out of this  Cheesy

Offline ra4king

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« Reply #18 - Posted 2012-12-10 21:03:15 »

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.
Holy crap, it was you who wrote that article! Shocked

Offline Mike

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« Reply #19 - Posted 2012-12-10 21:06:40 »

I like the softer shadows of the first screenshot more, but with the performance gain I'd say the second screenshot is darn good.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
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Offline CommanderKeith
« Reply #20 - Posted 2012-12-11 00:39:38 »

Cool, very interesting.

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.

I thought alpha made sense for that reason too. Obviously shaders do it in some fancy way that I don't understand.

Offline Sammidysam
« Reply #21 - Posted 2012-12-11 00:50:46 »

Zombies are for the unimaginative. Pointing

That makes me feel great for the new game I'm making lol

Then again, I'm mostly just making it to learn LWJGL.

To make this slightly on-topic: That looks very cool, though I have no idea what direction that goes in
Offline theagentd

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« Reply #22 - Posted 2012-12-11 03:25:30 »

I thought alpha made sense for that reason too. Obviously shaders do it in some fancy way that I don't understand.
... You like vector component swizzling? >_> Single-channel alpha textures were removed with OpenGL 3.2 (well, deprecated) since when using shaders they're identical to a single-channel red channel texture. Instead of having fifty-eleven different single-channel textures (luminance, intensity, red, alpha, etc) they just removed all of them except red since the only difference between them was how the fixed functionality pipeline interpreted them.

Myomyomyo.
Offline CommanderKeith
« Reply #23 - Posted 2012-12-11 03:31:05 »

Hmm, you lost me there!
I thought that all colours in computer land were ARGB or something similar, and the 'alpha-channel' was the 'A' in ARGB which can be represented by a number.

Offline theagentd

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« Reply #24 - Posted 2012-12-11 04:05:53 »

Since you can just treat your texture as whatever you want (a normal map, a displacement map, a shinyness map, etc) with shaders there's no need to have texture formats with the same number of channels and the same precision. The only difference between a GL_ALPHA texture and a GL_RED texture is that in a shader, you'll have to write
textureSample.a
instead of
textureSample.r
. The only remaining texture formats are GL_RED (GL_R8), GL_RG, GL_RGB and GL_RGBA for 1 to 4 channels of data. There are variations like floating point, half float and integer formats instead of byte formats too. GL_RGB16F = 3 channels, 16-bit half float.

Myomyomyo.
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