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by ivand
17 Mar 2019, 10:55
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Yeah I kinda guessed the meaning. What I really wanted to know was why do that in the first place?

Shadow mapping will be done for units and features anyway so it is not about performance.

Are standard spring shadows not good enough? Are some nuances of visuals not covered by standard shadows?
by ivand
16 Mar 2019, 05:09
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

I'm not sure I know what the baked shadow in spring map context is.
Can someone enlighten me?

@PicassoCT does my code work?
by ivand
15 Mar 2019, 05:14
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Hi! Thanks for the interest! If your request is about the sun color, then this https://github.com/lhog/spring-models-pbr/commit/0fa47ba724bbc86756d84ee8bbe16dff9b31f58f should do the trick. NB: I haven't tested this yet, if it doesn't work, please report back. NB2: PBR doesn't operate with "ambient"...
by ivand
10 Mar 2019, 17:51
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

If one where to do a whole rts with this- would you recommend a atlas- or having all materials as texture per unit baed into those textures? If you talk about models PBR, It's hard to argue against atlases as they reduce memory footprint and don't need to be swapped as rendering loop goes from one ...
by ivand
22 Feb 2019, 03:28
Forum: Mac OS X
Topic: Diary of an insane man
Replies: 22
Views: 1128

Re: Diary of an insane man

Unless you want to develop on the develop branch, it's likely not useful for your purposes.
Only the "maintenance" branch can be used to play the current generation of games (ZK, BA, FA, you name it).
by ivand
08 Feb 2019, 01:03
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Small update from my side on terrain PBR. The project is not dead (yet), despite I haven't been able to find volunteers for testing the concept. Last couple of week or I so I spent on making the soft shadows. While the current shadows are a bit better than standard spring shadows, because of the amo...
by ivand
27 Jan 2019, 12:51
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Thanks @MaDDoX. Glad to hear, my work resonates. Yeah as far as number of materials, the only limitations are: ALU (**) and bandwidth performance. I have GTX 1070, so my card does loops and texture fetches in the amounts, the shader requires, easily. But it can put some strain on less performant GPU...
by ivand
24 Jan 2019, 01:32
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Time to bump topic a bit since I'm still (unsuccessfully) looking for a volunteer artist to test terrain PBR in action. To illustrate "why PBR?" and ignite some interest, I'm attaching the next screenshots, where height based materials blending is more evident than on screenshots I attached before. ...
by ivand
23 Jan 2019, 14:55
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 684

Re: Making game content for spring with Blender

I'm not qualified to talk about #1 and #3, but as far as texturing is concerned you should absolutely be able to do texturing in any software that supports it. Texture2 is rather simple concept: G channel specifies reflectivity. If you use modern PBR texturing pipeline, this will be equivalent of me...
by ivand
10 Jan 2019, 07:20
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

At this moment I'm working on materials blending. The industry standard for this is more or less what's called height based blending. It's the blending mode, where two or more materials are mixed not only according to their distribution weight (which alone would give a very flat featureless picture)...
by ivand
07 Jan 2019, 12:38
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Added Ambient Occlusion, NdotL shadows and Shadow Mapping. Also enabled materials' normal mapping just to showcase how they look. https://springrts.com/phpbb/download/file.php?mode=view&id=10600&sid=95c133e4c29e693ab421612de031e3be Wanted to point out that the current branch of Map PBR code lives he...
by ivand
05 Jan 2019, 13:19
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

WIP. Map PBR shader:
Image
screen00115.png
(3.41 MiB) Not downloaded yet
by ivand
21 Dec 2018, 23:28
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Playing around with terrain types: https://shaderfrog.com/app/view/2818
by ivand
19 Dec 2018, 00:11
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

I know i've seen that parallax before, but that parallax is awesome. I hear rumors of a map shader; a working parallax would be great there (as opposed to the current lsd trip that vanilla spring has) Vanilla spring parallax mapping is simple and fast, however it's less accurate than Parallax Occlu...
by ivand
17 Dec 2018, 11:34
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Huge props to TurBoss, who tried to integrate my PBR unit shader into his game, found a bunch of glitches, that happened when I did the rip off from ZK repo and stayed patient until each and every bug was shut down. Looking forward to see this guys on spring soil https://springrts.com/phpbb/download...
by ivand
17 Dec 2018, 11:27
Forum: Help & Bugs
Topic: Spring RTS, Oculus Rift, 3D!
Replies: 9
Views: 695

Re: Spring RTS, Oculus Rift, 3D!

Haven't tried VR rendering ever, but as far as I understand, implementation requires drawing world two times with slightly different view matrix on half-width viewport each. Naive implementation shouldn't be that hard to do. Something in between https://github.com/spring/spring/pull/128/files and ht...
by ivand
12 Dec 2018, 21:00
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4253

Re: Physically Based Rendering

Since PBR framework for unit models is completed, I have decided to distill it into separate Github repo.
Here is the new home:

Don't hesitate to find me on Github, here or in Discord if you have implementation questions or suggestions.
by ivand
10 Dec 2018, 13:47
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 48
Views: 5963

Re: Random WIP 2018

TurBoss wrote:
10 Dec 2018, 02:13
blender 2.8 beta

Image
Wanna try to export PBR maps from Blender and see how they look in the game?
See: viewtopic.php?f=12&t=37691
by ivand
06 Dec 2018, 21:43
Forum: AI
Topic: Looking to start a C# AI - Approaches?
Replies: 58
Views: 8302

Re: Looking to start a C# AI - Approaches?

It sounds like Apache Thrift was a step in that direction, but then I didn't see any further discussion of it. I guess what I'm proposing is that as a community we pick some sort of open way that would make it easy to add additional language support, and then we work towards that goal. I don't know...
by ivand
06 Dec 2018, 09:58
Forum: AI
Topic: Looking to start a C# AI - Approaches?
Replies: 58
Views: 8302

Re: Looking to start a C# AI - Approaches?

Forboding Angel wrote:
06 Dec 2018, 00:02
Honestly, AIs written in anything other than lua are kind of pariahs at this point.
I'm not sure this is a correct statement.
As far as the most popular Spring game, the most advanced AIs like Circuit, ZKGBAI or DeinFruend's AI were written in C++ and Java.

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