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  What I did today  (Read 3494241 times)
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Offline KaiHH

JGO Kernel


Medals: 745



« Reply #6420 - Posted 2019-11-02 09:52:23 »

Can the technique be integrated with normal shadow casting?
If you mean z-buffer techniques like shadow mapping, then yes. Just pick your preferred method of estimating/approximating the occluders (percentage-closer filtering, variance shadow mapping, shadow mapping by backprojection, ...). All methods for area light soft shadows apply here.
Btw.: Here are some pics with multiple lights:

EDIT: Added a quick GGX raytraced image for validation that the analytic result is actually (very close to) correct. This is not yet the solution proposed in the "Combining Analytic Direct Illumination and Stochastic Shadows" paper but just solely raytraced (left is the LTC analytic solution, right is completely raytraced):

EDIT2: Here is a video:
<a href="http://www.youtube.com/v/6vH-SlKeYV8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6vH-SlKeYV8?version=3&amp;hl=en_US&amp;start=</a>
Offline mudlee
« Reply #6421 - Posted 2019-11-05 16:44:26 »

In the last 2-3 nights I implemented AABB into my framework. It will be used for raycasting and object picking later if I ever finish(start?!) my game Cheesy

<a href="http://www.youtube.com/v/f8EjNzs95q0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/f8EjNzs95q0?version=3&amp;hl=en_US&amp;start=</a>
Offline berzas

Senior Devvie


Medals: 4
Projects: 2



« Reply #6422 - Posted 2019-11-06 11:17:41 »

Creating gameworld. Painting and using other assets from whole internet.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline philfrei
« Reply #6423 - Posted 2019-11-08 02:58:22 »

Finally got ding dang Jetty https working.

Learning curve FU.

There is an initial period where terms/new terminology doesn't quickly connect with the actual concepts invoked. It's easy to overlook things and make mistakes in these early stages. As one works with new words and concepts, the ability to hold them in ones head and actually "think them" and not just mouth the syllables improves. But that speed up takes time. Am still counting on fingers and toes with this stuff.

Next up work on setting up email server.

music and music apps: http://adonax.com
Offline SkyAphid
« Reply #6424 - Posted 2019-11-10 10:59:32 »

I made a page for NOKORIWARE on Facebook and we're going to try and start posting weekly devblogs to it for our various projects:

https://www.facebook.com/nokoriware/

Facebook is pretty accessible and easy to use, which is why I chose it. Also, it's configured to automatically post links to each devblog on our Twitter, so if you prefer that platform, just follow our Twitter account:

https://twitter.com/RobotFarmGame

Likes and follows are greatly appreciated!

EDIT: Also, I'm looking for some coding help on a small side-project I work on during the weekends. We're going to monetize it eventually but I need someone who can maintain it. The project is very simple so coders of all experience levels are welcome. If you're interested, just message me on here and we'll talk about it to see if you want to jump on board.

it just werks
Offline mudlee
« Reply #6425 - Posted 2019-11-10 17:38:02 »

Today I implemented AABB recalculation when an entity is transformed (scaled, rotated). See more here.

Video (watch it in 1080!) (AABB recalculation):
<a href="http://www.youtube.com/v/qs3gCL92aBc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qs3gCL92aBc?version=3&amp;hl=en_US&amp;start=</a>

Video (watch it in 1080!) (AABB intersection point):
<a href="http://www.youtube.com/v/5U_lC9hgMUo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/5U_lC9hgMUo?version=3&amp;hl=en_US&amp;start=</a>
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