Porsche Posted December 3, 2009 Share Posted December 3, 2009 Lets say I wanted to play a video file for a cut-scene in my game. Where would I begin? Quote Artist, Animator, Musician, P/T Programmer Dual Core @ 2.6GHz per /nVidia 9600 GT/ 4 GBs DDR3 6800 / XP Pro 32/64 Bit Photoshop CS3 / 3D Studio Max 8 / VS '08 Link to comment Share on other sites More sharing options...
Blitzbat Posted December 3, 2009 Share Posted December 3, 2009 Lets say I wanted to play a video file for a cut-scene in my game. Where would I begin? Mhh i think you have to play the video with thirdparty libs before you init the leadwerks engine. That's a feature I'm really missing... Quote Link to comment Share on other sites More sharing options...
Canardia Posted December 3, 2009 Share Posted December 3, 2009 You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marcus Posted December 4, 2009 Share Posted December 4, 2009 You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack. This doesn't sound very efficient. Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 4, 2009 Share Posted December 4, 2009 This doesn't sound very efficient. its basically what we have for water at the moment... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Porsche Posted December 4, 2009 Author Share Posted December 4, 2009 You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack. Eh... there are plans for multiple cut-scenes of varied lengths. I don't think this solution would be optimal. I found a few guides online that show C++ handling AVIs. Quote Artist, Animator, Musician, P/T Programmer Dual Core @ 2.6GHz per /nVidia 9600 GT/ 4 GBs DDR3 6800 / XP Pro 32/64 Bit Photoshop CS3 / 3D Studio Max 8 / VS '08 Link to comment Share on other sites More sharing options...
Marcus Posted December 4, 2009 Share Posted December 4, 2009 its basically what we have for water at the moment... True, but I would imagine the water doesn't have near the amount of frames that a movie would require. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 4, 2009 Share Posted December 4, 2009 Use a third-party lib. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TheoLogic Posted December 4, 2009 Share Posted December 4, 2009 @ Lumooja, never use jpg. If you want to write something yourself, use uncompressed avi files. I recommend using mciSendString for windows... Quote Follow me Link to comment Share on other sites More sharing options...
Niosop Posted December 6, 2009 Share Posted December 6, 2009 Is there any way to get a pointer to a texture's data? If so it shouldn't be too complicated to integrate one of the free decoder libraries to decode the video data and write it to the texture memory. Then you could render that texture to a 2D overlay or play it back on an in game 3D object. Same would need to be done w/ the audio data unless you separated it and created a sound from that. Are the texture data and sound data buffers available in LWE? If so I wouldn't mind taking a shot at integrating it, would be nice to be able to add another check mark on the feature comparison charts. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TylerH Posted December 8, 2009 Share Posted December 8, 2009 I needed better sound support in the projects I am working on, it was piss easy to integrate FMOD, and it even boosted my FPS 3-4 in situations where I was using lots of sounds compared to Leadwerks with OpenAL. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.