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by Shadowfury333
27 Feb 2016, 03:24
Forum: Engine
Topic: New gl.UnitShape is less useful
Replies: 13
Views: 2319

Re: New gl.UnitShape is less useful

uniform matrices are planned, but I want to kill off the FFP path (/advmodelshading 0) before switching over. No ETA since that involves the always-fun politics surrounding Intel support. Yay! Though I know what you mean about the politics The engine already renders models with VBO's (introduced in...
by Shadowfury333
26 Feb 2016, 04:12
Forum: Engine
Topic: New gl.UnitShape is less useful
Replies: 13
Views: 2319

Re: New gl.UnitShape is less useful

Yeah, I tried using this with the engine shaders copied into it to add the vertex component, and it doesn't work for ATI cards, though I've had to do my testing second-hand. [f=0000660] Vertex shader failed to compile with the following errors: ERROR: 0:16: error(#164) l-value required: assign "gl_V...
by Shadowfury333
19 Feb 2016, 05:52
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

Re: custom shaders versus inbuilt shaders

I'm not exactly that well informed about shaders, but I've noticed some engines (e.g. Unity) have adopted the approach of Physical Based Rendering (PBR), which essentially means using "one shader" with a bunch of common effects in place to present nearly all natural objects. I like the ability to m...
by Shadowfury333
16 Feb 2016, 08:37
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

Re: custom shaders versus inbuilt shaders

It has been getting updates for 4 years... just saying. Thanks, that will save time. The biggest hurdle now that legacy shaderless support seems to be forced out the window by the engine will be to catch up on shaders for materials and effects. I'm more concerned about effects myself, since materia...
by Shadowfury333
14 Feb 2016, 05:48
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

Re: custom shaders versus inbuilt shaders

My point was more that I see Spring as mean to enable people who can't or don't want to write their own engine to still be able to make their RTS game. If you let the simple interfaces die and require modders/game makers to write shader code, then it loses its appeal. Existing game makers will more...
by Shadowfury333
13 Feb 2016, 19:57
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

Re: custom shaders versus inbuilt shaders

I'm not sure how much Lua code has cross-pollinated It's harder to find any that hasn't. If you're not aware of this, I don't think you're in much position to judge the likely future of whether or not games will build on each others shaders. Fair enough. One point that's been missing here; in the p...
by Shadowfury333
13 Feb 2016, 06:46
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

Re: New gl.UnitShape is less useful

The idea is *not* to provide over 9000 different knobs for the standard shaders (which are inherently limited and someone will always find one missing, even if the common case is just "draw crap with a tint"), but rather for games to move away from them by building up their own libraries of more ad...
by Shadowfury333
12 Feb 2016, 04:05
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2632

custom shaders versus inbuilt shaders

Split from https://springrts.com/phpbb/viewtopic.php?f=12&t=34401&p=575791#p575754 (Silentwings) The issue is not complexity, it's in not repeating oneself. Having a bool that basically says "use the basecontent shader" would keep it simple in simple cases while allowing complex cases to be handled...
by Shadowfury333
11 Feb 2016, 07:44
Forum: Engine
Topic: New gl.UnitShape is less useful
Replies: 13
Views: 2319

Re: New gl.UnitShape is less useful

Why not just have it default to use the basecontent Model*Prog.glsl shaders with a uniform added for tint/alpha, while keeping this custom shader setup if one is explicitly pointed to in whatever is calling gl.UnitShape()?
by Shadowfury333
13 Aug 2015, 05:51
Forum: Ludum Dare
Topic: Ludum Dare 33
Replies: 108
Views: 12371

Re: Ludum Dare 33

I've made a short demonstration on YouTube. Sorry if it isn't the most insightful, but the game is fairly simple.

I do kinda wish I'd started singing "Kill da wabbit, Kill da wabbit..." (to the tune of "Ride of the Valkyries"), but then again I'm not much for reference humour.
by Shadowfury333
07 May 2015, 08:03
Forum: Ludum Dare
Topic: Ludum Dare 32
Replies: 124
Views: 13395

Re: Ludum Dare 32

I did a playthrough of the May 6th version on YouTube. Took me 4 tries, but I beat it in the end.
by Shadowfury333
03 Mar 2015, 10:01
Forum: Engine
Topic: Overlay transition speed
Replies: 8
Views: 670

Re: Overlay transition speed

I've made a short video demonstrating what GoogleFrog is talking about, as I see the same behaviour.
by Shadowfury333
15 Feb 2015, 20:44
Forum: Engine
Topic: Dynamic water glitch
Replies: 1
Views: 315

Re: Dynamic water glitch

I mantis'ed this months ago, but I'd like it fixed too. It's handy to have when casting sea map games, as it makes seeing underwater easier than with bumpwater.
by Shadowfury333
10 Feb 2015, 02:01
Forum: Engine
Topic: Engine Testing - 99.0-RC3
Replies: 20
Views: 2687

Re: Engine Testing - 99.0-RC3

I think it would be very nice if outside LOS colours could be B&W That would be best if the outside LOS colours for never-explored areas were B&W, otherwise dark and coloured. I'm often wondering in my casts what players have seen, and while ghost buildings helps with that (though they can be wonky...
by Shadowfury333
09 Feb 2015, 07:03
Forum: Engine
Topic: Engine Testing - 99.0-RC3
Replies: 20
Views: 2687

Re: Engine Testing - 99.0-RC3

In addition to the above, there remains an issue with free camera angle interpolation, which I've mantised . A less intrusive way to get centering on zoom-in is to simply have the zoom target be farther away from screen center than the cursor. I've found that if you have a target elmo height to end ...
by Shadowfury333
16 Jan 2015, 08:32
Forum: Engine
Topic: if los enabled
Replies: 12
Views: 1086

Re: if los enabled

Does this happen in Zero-K? I rewrote that part of our minimap widget (yeah, radar colour stuff is in gui_chili_minimap.lua) to ensure that the brightness of any point in vision does not change when LOS view is enabled, so if it is messed up there, then something is very wrong. I'm pretty sure the e...
by Shadowfury333
16 Jan 2015, 08:26
Forum: Engine
Topic: Engine Testing - 99.0-RC2
Replies: 15
Views: 4659

Re: Engine Testing - 99.0-RC2

COFC is a bit jumpy. Feels like it sliding over stairs when fast zooming with scroll wheel. EDIT: The following seems to only apply to the interpolation of camState rx (and possibly ry and rz), not px,py, or pz. I'm guessing lamer is a Zero-K player, since that COFC has a tilt (adjust rx) while zoo...
by Shadowfury333
24 Dec 2014, 10:04
Forum: Engine
Topic: Is anyone using these cameras?
Replies: 33
Views: 4065

Re: Is anyone using these cameras?

Was Free removed, because COFC is all messed up now. I can't rotate with anything, ctrl+MMB or otherwise, and zooming seems to follow some imaginary point as if the camera was tilted. The camera also seems to slowly rotate to whatever position was requested by "Spring.SetCameraState()" UPDATE: After...
by Shadowfury333
05 Jan 2014, 23:31
Forum: Map Releases
Topic: Iced Coffee
Replies: 34
Views: 4897

Re: Iced Coffee

v4.3 on SpringFiles, hopefully that will incorporate the fix properly.
by Shadowfury333
05 Jan 2014, 23:02
Forum: Map Releases
Topic: Iced Coffee
Replies: 34
Views: 4897

Re: Iced Coffee

It allows for 9 metal extractors in a 3x3 arrangement while still getting metal in each. Oh, wait, I was testing the wrong map. With the correct map it gets 0.7 metal income per spot, but I guess it is flexible about it. Still allows for nearly 9 metal extractors around each spot, though. Wait again...

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