Search found 55 matches
- 27 Feb 2016, 03:24
- Forum: Engine
- Topic: New gl.UnitShape is less useful
- Replies: 13
- Views: 4830
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...
- 26 Feb 2016, 04:12
- Forum: Engine
- Topic: New gl.UnitShape is less useful
- Replies: 13
- Views: 4830
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 "...
- 19 Feb 2016, 05:52
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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 ab...
- 16 Feb 2016, 08:37
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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...
- 14 Feb 2016, 05:48
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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...
- 13 Feb 2016, 19:57
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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...
- 13 Feb 2016, 06:46
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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 ...
- 12 Feb 2016, 04:05
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7453
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 c...
- 11 Feb 2016, 07:44
- Forum: Engine
- Topic: New gl.UnitShape is less useful
- Replies: 13
- Views: 4830
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()?
- 13 Aug 2015, 05:51
- Forum: Ludum Dare
- Topic: Ludum Dare 33
- Replies: 108
- Views: 45418
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.
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.
- 07 May 2015, 08:03
- Forum: Ludum Dare
- Topic: Ludum Dare 32
- Replies: 124
- Views: 47281
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.
- 03 Mar 2015, 10:01
- Forum: Engine
- Topic: Overlay transition speed
- Replies: 8
- Views: 1522
Re: Overlay transition speed
I've made a short video demonstrating what GoogleFrog is talking about, as I see the same behaviour.
- 15 Feb 2015, 20:44
- Forum: Engine
- Topic: Dynamic water glitch
- Replies: 1
- Views: 733
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.
- 10 Feb 2015, 02:01
- Forum: Engine
- Topic: Engine Testing - 99.0-RC3
- Replies: 20
- Views: 5020
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 ...
- 09 Feb 2015, 07:03
- Forum: Engine
- Topic: Engine Testing - 99.0-RC3
- Replies: 20
- Views: 5020
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 ...
- 16 Jan 2015, 08:32
- Forum: Engine
- Topic: if los enabled
- Replies: 12
- Views: 2602
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...
- 16 Jan 2015, 08:26
- Forum: Engine
- Topic: Engine Testing - 99.0-RC2
- Replies: 15
- Views: 6923
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...
- 24 Dec 2014, 10:04
- Forum: Engine
- Topic: Is anyone using these cameras?
- Replies: 33
- Views: 8417
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()" UPD...
- 05 Jan 2014, 23:31
- Forum: Map Releases
- Topic: Iced Coffee
- Replies: 34
- Views: 9714
Re: Iced Coffee
v4.3 on SpringFiles, hopefully that will incorporate the fix properly.
- 05 Jan 2014, 23:02
- Forum: Map Releases
- Topic: Iced Coffee
- Replies: 34
- Views: 9714
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...