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Everything posted by Guppy
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Ah your talking about the skinning shader Rich source of confusion that skinning and animation means differenting to shaders than to modelers ^^ http://en.wikipedia.org/wiki/Skeletal_animation "In most state-of-the-art graphical engines, the skinning process is done on the GPU thanks to a shader program" Basically its done on a shader because due to parallelization it's much, much faster than doing it on cpu - or as Josh likes to claim it's free, that is not entirely true but it's close enough Edited to fix wikipedia quote screwing up the post
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you seem to be continuing a conversation here - only the only post made so far is yours?
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The shadow is generated by the engine so if it's not animating then it's a bug with the gpu skinning
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I'll dig through them and add them to the list this weekend when I can find the time - do beware tho that some of them ( like the Ryzom link ) use questionable/unsafe/cancerous licensing terms. I should properly also explain the licenses a bit.
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arccos(a dot b / |a||b| )
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This gets asked often enough that we should properly dedicate a thread to it: Each site on this list has their own license terms - be sure to read them Textures: http://cgtextures.com/ http://texturemate.com/ http://textures.thefree3dmodels.com/ Models: http://www.blendswap.com/blends/ http://tf3dm.com/3d-models/ [uses copy righted textures and materials] http://opengameart.org/ http://www.katorlegaz.com/3d_models/index.php http://www.turbosquid.com/Search/3D-Models?max_price=0&min_price=0 2D / Ui: http://www.glitchthegame.com/public-domain-game-art/ http://opengameart.org/ http://www.lostgarden.com/search/label/free%20game%20graphics http://www.reinerstilesets.de/ http://openfontlibrary.org/ Music: http://www.freesound.org/ http://naturesoundsfor.me/ http://freemusicarchive.org/ http://soundimage.org/ Animation / Motion capture: http://mocap.cs.cmu.edu/ http://www.mocapdata.com/index.cgi?category_id=19053 Theory/Books http://http.developer.nvidia.com/GPUGems/gpugems_part01.html http://http.developer.nvidia.com/GPUGems2/gpugems2_part01.html http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html http://paulbourke.net/geometry/polygonise/ (for all the mincraft cloners ) "Safe" licenses include ( but not limited to ) CC-0 CC-BY MIT Apache BSD "Unsafe" licenses include ( again not limited to ) GPL CC-BY-SA CC-BY-SA-NC I'll add descriptions and license tags to the links later, in the mean time feel free to contribute your own links
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There should be a sticky with this tbh. Each site on this list has their own license terms - be sure to read them Textures: http://cgtextures.com/ http://texturemate.com/ http://textures.thefree3dmodels.com/ Models: http://www.blendswap.com/blends/ tf3dm.com/3d-models/ http://opengameart.org/ http://www.katorlegaz.com/3d_models/index.php 2D / Ui: http://www.glitchthegame.com/public-domain-game-art/ http://opengameart.org/ http://www.lostgarden.com/search/label/free%20game%20graphics http://www.reinerstilesets.de/ http://openfontlibrary.org/ Music: http://www.freesound.org/ http://naturesoundsfor.me/ http://freemusicarchive.org/ Animation / Motion capture: http://mocap.cs.cmu.edu/ http://www.mocapdata.com/index.cgi?category_id=19053 "Safe" licenses include ( but not limited to ) CC-0 CC-BY MIT Apache BSD "Unsafe" licenses include ( again not limited to ) GPL CC-BY-SA CC-BY-SA-NC
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We are going off topic here but that's a really weird way to look at it - I mean it would properly also be faster if I replaced every single model with a cube, but as they say diversity is the spice of life. And if I decide to build my forest out of 5 different base trees where instances can then be randomly rotated and scaled then I don't see why any modern day engine should struggle with that
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I think you misunderstood me - I mean that even if you tried solving the scenario I put forth with instancing you would have to use LOD in addition that that anyway because instancing in it self isn't enough. I did not mean that instancing requires LOD, hope that clears it up As for the shader in g3ch16 I dont see any reason why you couldn't put that in your LE3 project
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If it's an antiquated idea then please do elaborate on how you would solve this scenario with out heavy use of LOD; God sim type game where you may have in the 1000s of units on screen at any one time but still have possibility to zoom in on a few (or even one) - without LOD support you would have to use low poly models even when up close. even with instancing you need different LOD models: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch02.html or maybe I'm missing something here?
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Good job think I'll write on up for mercurial
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Was searching the forums for how to include lower level of detail models for leadworks, when to my surprise I learned that the current incarnation of the engine doesn't support it. Is this something that is planned for 3.1? I'm not talking about automatic lod or anything fancy like that, just plain old swapping hi poly models for lower poly versions based on viewing distance of the instance
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I didn't realize they changed their licensing terms to include commercial use, still not all expenses are measured in money ofc If you have no intentions of using your end product outside the whindows eco system I'm sure VSE is a workable solution.
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With 3.1 compiling against gcc ( properly also clang as the two are more or less interchangable ) your free to use any old text editor or one of these fine IDEs; http://orwelldevcpp.blogspot.dk/ http://www.codeblocks.org/ http://anjuta.org/ http://www.eclipse.org/downloads/moreinfo/c.php http://codelite.org/ No need to tie your self to an expensive MS product
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Supprised notting shows up in search it's not too long ago this was posted; http://www.leadwerks.com/werkspace/files/file/473-glowmapshaders-leadwerks31/
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(Fixed) Issues importing / using assets (Treeleaves)
Guppy replied to Mordred's topic in Game Artwork
Bit late I suppose, but wouldn't http://www.leadwerks.com/werkspace/files/file/471-animated-vegetation-shader/ fit your needs? -
While I realize that at the moment the priority is the full 3.1 release I cannot help but wonder how are suggestions prioritized? If it's based on user feed back then how do we provide it - liking the suggestion post, adding a "+1" post, sending Josh a valentine, etc.. If not then how are they prioritized ? The current suggestions can be categorized as: Need to have Nice to have "meh" each user will properly feel different about each suggestion, but I'd hate to see a whole bunch of "meh" get implemented simply because it's fast/easy at the cost of "Need to have" stuff.
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http://powayusd.sdcoe.k12.ca.us/teachers/rdohm/Course%20Info/Assignments/Resources/Animation/3D_Anim_Lessons/images/walk.jpg ( or just google images for "walk cycle" ) as you can see the head follows a familiar pattern ( stretched sin ) - simply adjust the cameras offset to the ground accordingly as long as the player is moving forward and set it to the normal/high height when they stop.
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Lacking utf-8 support is kind of a big deal, this should really be documented ( or better yet fixed )
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The "f:\dd\.. " is on josh's drive - not really sure why MSVC++ insists on storing those paths in exe's - so you can ignore that. as for the error it self I looks like your trying to pass an number to a lua function that is outside the expected range ( -1 .. 255 )
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Since I was talking about the license change ( from lgpl to zlib ) it's entirely reasonable to think I am well aware that the project is opensource. Given this perhaps one could deduct that I was asking if the project was designed in such a way as to let you use pieces - in this case input specifically - independently of the rest of the framework.
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Seems SDL have an agreeable license these days ( used to be lgpl ), but can you break away the input part of sdl from the rest of the framework?
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Try checking the alpha channel of the texture