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by ivand
21 Jun 2020, 12:54
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

Thanks for everyone supported, but the head wind is too strong.
I now realize I don't want to spend my time on that.
by ivand
20 Jun 2020, 21:25
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

105.0 soon, but how soon? As soon as possible I hope. My motivation is not endless. One thing that annoys me about the development discussions is that they've focused too much on visual issues (GL stuff) and whether the way it's done in spring is "up to date" or not, and that contrasts with the iss...
by ivand
20 Jun 2020, 16:36
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

I do not condone the use of proprietary software. A free software project cannot and must not depend on software outside of its control. Matrix exists and as far as I am aware, offers most (if not all) of the features that Discord has. That, and some Matrix channels are already transparently linked...
by ivand
20 Jun 2020, 13:22
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

I also propose: 1) that regular meetings be held between engine devs and at least one representative of each game's development team. 2) that a wikipage be created and maintained by game devs, which would document the reasons why a particular game is not yet using latest development. Communication ...
by ivand
19 Jun 2020, 00:13
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

Moving on, my plan is to modify the Lua graphics API of the current "maintenance" such that it's API compatible with the other branch of the engine called "develop". why not vice versa, why not add some backwards compat code to the develop branch? i don't have code insights: i just want to know, if...
by ivand
18 Jun 2020, 18:24
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

Re: The end of the maintenance branch

Well, I regret the exact choice of words, I wrote that being frustrated by the lack of feedback and you caught me writing in the bad mood. I won't be explaining what I meant behind the rude words publicly here, but I can explain to anyone interested privately. I have never been shy to tell what I th...
by ivand
18 Jun 2020, 12:57
Forum: Engine
Topic: The end of the maintenance branch
Replies: 60
Views: 3504

The end of the maintenance branch

Hi there! I propose to end the maintenance branch (104+) as we know it. It uses a lot of legacy graphics code that: Slow. The newer rendering approaches are at least a magnitude faster. Totally deprecated. The older approach required that drivers hold huge state and handle peculiar 20+ years legacy ...
by ivand
05 Jun 2020, 23:32
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 135
Views: 36674

Re: Random WIP 2018 / 19 / 20

Working on beautifying CEG particles: Status quo: https://springrts.com/phpbb/download/file.php?mode=view&id=11051 In my branch: https://springrts.com/phpbb/download/file.php?mode=view&id=11052 Also if someone still cares please express your opinion here: https://github.com/spring/spring/pull/535
by ivand
28 May 2020, 11:38
Forum: Engine
Topic: Core engine needs an arm version
Replies: 4
Views: 343

Re: Core engine needs an arm version

Needs? Lackluster? Why? What problems ARM version will solve that cannot be solved by the existing means? Anyway, I'm not sure if you are aware, but last 6 months spring effectively has no lead dev, merely part time contributors. Consequentually If you feel like it, you can code in the required chan...
by ivand
22 May 2020, 12:43
Forum: Game Development
Topic: Outdated Tutorials and Start Help
Replies: 5
Views: 380

Re: Outdated Tutorials and Start Help

Start by connecting to Discord, where you will find lots of people willing to help: https://discord.gg/qF3EGE

Secondly you might want to update the tutorials and how to as you go. We here mostly know too much to notice something is missing.
by ivand
05 May 2020, 18:28
Forum: Help & Bugs
Topic: cmake cannot find boost version 1.69.0
Replies: 15
Views: 1426

Re: cmake cannot find boost version 1.69.0

Yeah, some parts I don't care about might still use boost or mention boost license.
And I've just compiled maintenance branch with deleted boost libs subdirectory.
by ivand
05 May 2020, 11:57
Forum: Help & Bugs
Topic: cmake cannot find boost version 1.69.0
Replies: 15
Views: 1426

Re: cmake cannot find boost version 1.69.0

What do you call "last stable branch". IRC, modern spring has not been using boost for years, so you are probably pulling something ancient.

You should pull either maintenance (probably preferable for you) or develop branches to get up to date engines.
by ivand
13 Apr 2020, 22:07
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 135
Views: 36674

Re: Random WIP 2018 / 19 / 20

GLSL time again. Here I sketched a prototype of the health percentage based look. Unlike the previous (similar) work on scavenger units, this time around the unit textures and parts deformation depends on the actual unit health. Here on the screenies there are two identical units. One of them is sev...
by ivand
08 Mar 2020, 15:31
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 135
Views: 36674

Re: Random WIP 2018 / 19 / 20

Working on BAR 'scavenger' units look. The goal is to make them look worn out, dirty and crumpled, like if they came back to life straight from the junkyard. https://springrts.com/phpbb/download/file.php?id=10986 On the technical side it's made with the couple of shaders, no manual remodeling or re-...
by ivand
25 Jan 2020, 16:47
Forum: Engine
Topic: Dynamic water - hovers floating
Replies: 7
Views: 1565

Re: Dynamic water - hovers floating

Hi!

Looks cool.
I assume dynamic waterlevel is synced and so are all height changes?
by ivand
20 Jan 2020, 20:52
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 17584

Re: Physically Based Rendering

As said before you are not too likely to succeed on your own. The current code is to entangled with the rest of BAR. What you can do is indeed put together tex2 in the following way: R(ed) - emissiveness intensity G(reen) - metalness B(lue) - roughness A(alpha) - as usual, the fragment discard test ...
by ivand
20 Jan 2020, 18:56
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 17584

Re: Physically Based Rendering

E/R/M are artistic terms. You don't need to do any complicated math. Just put a grayscale intensity into each channel and combine them into RGB texture (tex2).

Also recap of what these terms mean https://youtu.be/PjGCtnEDDeU
by ivand
20 Jan 2020, 15:25
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 17584

Re: Physically Based Rendering

Yes, the fallback for missing tex2 is possible. Trees, rocks and wrecks are rendered that way in BAR.

For that one will need to supply some static, empirical per model or per models values for emissiveness, roughness and metalicity.
by ivand
20 Jan 2020, 13:46
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 17584

Re: Physically Based Rendering

Whether it is atlas or per-unit texture does not matter. What matters is that every unit to be rendered as PBR has to have at least two textures: tex1 as usual, tex2 composed in a certain way that channels represent emissiveness, metalness and roughness. Normal map is desirable, but not required; in...

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