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Cyber Vision
Posted: 30 Oct 2013, 00:22
by zwzsg
Re: Cyber Vision
Posted: 30 Oct 2013, 00:33
by FireStorm_
cool!
works fine as far as i can tell

Re: Cyber Vision
Posted: 30 Oct 2013, 00:49
by Funkencool
Looks awesome

Just out curiosity, why not use the engine mesh for the terrain?
Re: Cyber Vision
Posted: 30 Oct 2013, 01:02
by zwzsg
Funkencool wrote:Looks awesome

Just out curiosity, why not use the engine mesh for the terrain?
Sorry? I don't understand the question.
Initially the widget started when I made a Lua skybox, and realized it wasn't possible because it was either being clamped for being too far away, or would hide the engine-rendered terrain. Since I didn't want to throw away what I already had coded, I decided to disable engine ground rendering, and render it myself. Of course, since the terrain texture is not available to Lua (only the minimap texture is), I just dropped terrain texturing altogether. At that point, I had to render units in wireframe to stay consistent.
Re: Cyber Vision
Posted: 30 Oct 2013, 01:24
by dansan
You made me smile a stupid, nostalgic smile, feeling thrown 20y back in time :-)
Re: Cyber Vision
Posted: 30 Oct 2013, 01:36
by smoth
I cannot get the darn thing to show

Re: Cyber Vision
Posted: 30 Oct 2013, 06:01
by Jools
Wow, really nice. Reminds me of my first computer game.
Re: Cyber Vision
Posted: 30 Oct 2013, 06:14
by smoth
for s3os it is kinda bad.
because we have tris
Re: Cyber Vision
Posted: 30 Oct 2013, 09:50
by Anarchid
since the terrain texture is not available to Lua
... until 95.0, that is. And you could always do that trick that zk terraform uses - render diffuse to texture, then use said texture.
because we have tris
Needs some screen-space postprocess
Re: Cyber Vision
Posted: 30 Oct 2013, 16:39
by knorke
I like that half the widget is about creating the best random characters.
Looks nice! Like any nice looking things my computer does not like it: with the widget in widgets\ Spring hangs during "finalizing".
Strangely it also hangs when
enabled = false
When the widget is copied into widgets\ after gamestart then spring will hang on /luaui reload
http://pastebin.com/p5mpNSXK
Re: Cyber Vision
Posted: 30 Oct 2013, 17:13
by CarRepairer
http://imgur.com/a/UGlLJ
Without widget my FPS is 120.
With widget if I'm looking at the scrolling characters, my FPS is 4.
If text is not in view, FPS is 50.
Re: Cyber Vision
Posted: 30 Oct 2013, 21:40
by zwzsg
CarRepairer wrote:Without widget my FPS is 120.
With widget if I'm looking at the scrolling characters, my FPS is 4.
If text is not in view, FPS is 50.
Yes, I suppose drawing every unit and feature twice more, and in Lua, is not very good for performance.
That having text in view slows you down, however, is harder to explain.
smoth wrote:for s3os it is kinda bad.
because we have tris
Find
attached updated in first post a new version, where high poly s3o looks
good slightly better.
By changing the gl.PolygonOffset at line 481 from -2,-1 to, let's say, 2,0, you can get even less lines drawn, for a cleaner outline.
knorke wrote:I like that half the widget is about creating the best random characters.
knorke wrote:Spring hangs during "finalizing".
I sprinkled liberally the new version with ClearWatchDogTimer, hope that help.
Also new is that I now display metal spots by tinting the map green wireframe into red.
Re: Cyber Vision
Posted: 30 Oct 2013, 22:07
by Falcrum
Great idea, but very tired my eyes, especially moving background :/
Re: Cyber Vision
Posted: 30 Oct 2013, 23:00
by CarRepairer
You shouldn't attach updated versions to posts at the end of the thread. Please update the first post each time.
Re: Cyber Vision
Posted: 30 Oct 2013, 23:34
by zwzsg
Ok, updated first post.
Re: Cyber Vision
Posted: 30 Oct 2013, 23:48
by CarRepairer
Thanks. I love the widget. Except I suspect it's part of your diabolical plan to make all spring games and maps become like Kernel Panic. Very clever.
Re: Cyber Vision
Posted: 31 Oct 2013, 02:28
by knorke
Commententing
--DrawPrism(PrismNumberOfSides,PrismHeight)
in DrawWorldPreUnit() made it not hang. Did not look/find what excactly.
The 3 visible sides of big cube are drawn in 3 different ways:
front: lines in two directions
top: lines in one direction
right side: just black

(resize and jpg made it a bit less clear)
Sometimes (when faces are parallel to camera plane, i think) some lines get drawn that should not be visible:
Both these effects together make the units seemingly change appearance/shape when moving camera around, a bit confusing.
Maybe messing with PolygonOffset can fix it?
Really neat effect.
To have it for all units and everything is maybe a bit overkill and techdemo-ish. If it was only for some units (like buildanimation or units that get "downloaded" via teleport) would be cool.