Island Demo
You shouldn't need to see the source for this. Seeing something like this should encourage you to want to do stuff as cool as this, or even do something better. You're going to learn a whole lot more trying and failing and trying again and finaly getting it working, than you are copying and pasting then asking questions when you can't get it tweaked the way you want it.
I agreed with Spintz. Copy paste won't teach you anything.Spintz wrote:You shouldn't need to see the source for this. Seeing something like this should encourage you to want to do stuff as cool as this, or even do something better. You're going to learn a whole lot more trying and failing and trying again and finaly getting it working, than you are copying and pasting then asking questions when you can't get it tweaked the way you want it.
As childish as that sounds, I agree. I never have to ask any questions about incorporating peoples code, and I never need any comments or anything. The reason I want to see the code is to evaluate the method, it might be more time effective than reading a few books on shaders and coming up with a mediocre result. Also, I will still learn alot because I feel that I am at a point where I can absorb information about the code just by staring at it
The problem is this is no proof of concept, therefore porting it to irrlicht and not opening it proves nothing and encourages no one. And since this is irrlicht this means not evryone here can/wants/specialised in every field of every thing in realtime rendering; therefore we should help each other.You shouldn't need to see the source for this. Seeing something like this should encourage you to want to do stuff as cool as this, or even do something better. You're going to learn a whole lot more trying and failing and trying again and finaly getting it working, than you are copying and pasting then asking questions when you can't get it tweaked the way you want it. Rolling Eyes
Anyway using that many floating point render targets is a crime against humanity, imagine if you need to add a few realtime cube maps for a game on top of that.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
crazy talk spintz!!
dude, i couldn't disagree more, but since everybody else has already elaborated my same reasons, i'll spare you that...Spintz wrote:You shouldn't need to see the source for this. Seeing something like this should encourage you to want to do stuff as cool as this, or even do something better. You're going to learn a whole lot more trying and failing and trying again and finaly getting it working, than you are copying and pasting then asking questions when you can't get it tweaked the way you want it.
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
I take great exception to being accused of "crimes against humanity". You think I'm going to release source code after that remark?omaremad wrote: Anyway using that many floating point render targets is a crime against humanity, imagine if you need to add a few realtime cube maps for a game on top of that.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Hey peeps,
dont get on sio2s nerves
still working on this?
if so could you maybe show the difference between non-floating point render target hdr and the floating point one with two screens?
greets,
halan
dont get on sio2s nerves
still working on this?
if so could you maybe show the difference between non-floating point render target hdr and the floating point one with two screens?
greets,
halan
My Blog: http://www.freakybytes.org
HEY GUYS, PLEASE CALM DOWN!
Sio2 is a very valuable member of this community and one of the few that shows up quality work. It's up to him if he wants to release the code or not; If you check his site there are already several examples with source code available. I think you're turning a valuable thread from which we could all be learning new stuff and sharing ideas into a personal matter. He mentions it very clearly, he was able to translate and port an OGRE example with all of its assets into Irrlicht (well, Irrspintz), showcasing state of the art shader techniques. Please focus guys. This is the attitude that has scared away many users in the past, and it's not what we want for any of our members.
So please cool it down and get it back on track!
regards,
Alvaro F. Celis
Irrlicht Team
Sio2 is a very valuable member of this community and one of the few that shows up quality work. It's up to him if he wants to release the code or not; If you check his site there are already several examples with source code available. I think you're turning a valuable thread from which we could all be learning new stuff and sharing ideas into a personal matter. He mentions it very clearly, he was able to translate and port an OGRE example with all of its assets into Irrlicht (well, Irrspintz), showcasing state of the art shader techniques. Please focus guys. This is the attitude that has scared away many users in the past, and it's not what we want for any of our members.
So please cool it down and get it back on track!
regards,
Alvaro F. Celis
Irrlicht Team
First time I see this happening...afecelis wrote:This is the attitude that has scared away many users in the past,
@Sio2, im sure omaremad didn't mean it against you personally, infact it was purely technical criticism refering to the amount of floating point render targets, which is in fact probably the fault of the original island demo not yours. Also I don't think he would want to see the sourcecode that bad himself because he is quite familiar with the same field as you involving shaders and things, it is the less knowledgable members that would benefit.
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Not gonna happen.
You can figure this out yourself, tho.
Click the URL below and read the code in there...
http://www.humus.name/index.php?page=3D
Learn as much as you can from there and try to implement those concepts here, if that suits your fancy.
Note: There's no community around that codebase, so you're on your own. I send only one email a month to Humus, that's pretty much it.
Currently merging that codebase to NVSG at the moment, which is cool.
w00t w00t
You can figure this out yourself, tho.
Click the URL below and read the code in there...
http://www.humus.name/index.php?page=3D
Learn as much as you can from there and try to implement those concepts here, if that suits your fancy.
Note: There's no community around that codebase, so you're on your own. I send only one email a month to Humus, that's pretty much it.
Currently merging that codebase to NVSG at the moment, which is cool.
w00t w00t