Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Various topics: Input appreciated  (Read 662 times)
0 Members and 1 Guest are viewing this topic.
Offline BitDragon

Junior Devvie


Projects: 1


Sunset? Nice gradient paint!


« Posted 2004-09-13 07:05:33 »

Hi,

this weekend, I finally got my jogl-based engine and demo running (http://www.ascendancy.at/ascengine/). A month of mostly red-eyed coding tends to ruin ones interest in fundamental questions, however, now that I lean back and relax, a number of big-picture issues come to mind and it would be nice if you could provide input and discuss them with me.

1. What light to use for the detail light

When you are using detail lighting, you update tangent coordinates each frame (or when light changes in respect to object). What light to use for updating? I currently support two modes: Selected light (for you headlight, e.g.) and Nearest light (standard mode). Problem is, nearest light often does not look correct, and may lead to flickering detail map light in moving objects. Is there any way to interpolate? Linear vector interpolation betweeen object-space light vectors is guaranteed to produce wrong results, so much I know.

2. How to get lighting computations right

When you start using lights and shadows together with material properties and textures, lighting gets tricky. I'm not talking about a shader renderer where you could just compute values.  Take a scene with one light: First, I SET ambient color, then I ADD projective light color everywhere except where there's shadow, then I MUL textures. When using multiple passes and combine them, what would be a correct lighting equation? Or is it all trial and error and magic numbers (as in my case Smiley)?

3. Frame-based or Vertex-based animations

I haven't looked into the matter all that much, but I know I will implement bone-based animation, if only for the q3 model visual. However I wonder if you use frame-based animation, or bone/vertex-based. I mean, is this mutually exclusive, or do you combine the two? I currenty plan to have a frame leaf in my scenegraph which can contain a whole bone-animated model which is internally kept and coded, so clear separation of frame vs. bone. Any other ideas?

4. Matrix, Quaternion or both?

My scenegraph is still based on matrices, and I'm thinking about converting everything to quaternions. However, I only see an advantage for keyframe interpolation. Do you people use pure quaternion transforms, or matrix, or a mixture?

5. File formats to support

I've designed my own xml-based file format and it suites my needs, but obviously I'll need some converters. For now, I've got a command line tool converting from .x file format and from .obj file format. What other formats do people use? I'm not going to implement a Doom3 loader, obviously :-) but still ... ?

Thanks, most of all for following my bad English

Wolfgang
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (30 views)
2014-12-15 09:26:44

Mr.CodeIt (23 views)
2014-12-14 19:50:38

BurntPizza (50 views)
2014-12-09 22:41:13

BurntPizza (84 views)
2014-12-08 04:46:31

JscottyBieshaar (45 views)
2014-12-05 12:39:02

SHC (59 views)
2014-12-03 16:27:13

CopyableCougar4 (57 views)
2014-11-29 21:32:03

toopeicgaming1999 (123 views)
2014-11-26 15:22:04

toopeicgaming1999 (114 views)
2014-11-26 15:20:36

toopeicgaming1999 (32 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!