Project Ninja Star Reusable modules

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devsh
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Project Ninja Star Reusable modules

Post by devsh »

Well basically for the benefit of people who want to make games without reinventing the wheel in some areas I will submit reusable modules that anyone can use in their games. They will be providded under no license at all, so basically you wont need to mention my name anywhere in your credits. Unless they are licensed before by other people i.e. elvman's RealisticWaterSceneNode, its still his even though i have completely rewritten the shader so it takes up 10 lines instead of 30 and removed some unnecessaary code. Right now I can provide code snippets for:

-Setting up a playlist of songs to play as game music in Irrklang
-Setting up save mechanisms (for example to save which song was played last)
-getting things like reflective floor and water to work in multiple viewports (if I manage to do that myself)
-Networking (lobby, but I'm not doing that... hondadirt biker is and i have to ask him for concent)
-PLayer class concept

A little explanation about my player class, in most examples you have seen the camera being global and key responses being global. This time its a bit different, the camera is private in the player class. The player class also manages it's own networking in a thread, I'm also planning for it to manage key responses.

P.S. Don't exepct ready made modules because working on ninja star is my top priority, so i will do the reusable modules in my spare time.
DeM0nFiRe
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Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Well, that is certainly generous of you. I would certainly like to take a look at some of those.

Wouldn't it have made more sense to post this, though, when you had some snippets to share already? :)
devsh
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Post by devsh »

Here i present a bit enhanced elvman water scene node!!

http://code.google.com/p/project-ninja- ... p&can=2&q=
sudi
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Post by sudi »

Why do u call OnRegisterSceneNode when u call render yourself????
that will render the scenenode once on ISceneManager::drawAll and on your on render call.
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DeM0nFiRe
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Post by DeM0nFiRe »

Well, I haven't looked at this, but with a lot of advanced graphics techniques, an object in the scene may be rendered as many as 3 times. Perhaps it was for a similar purpose.
devsh
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Post by devsh »

well i made an improved version of this class (well basically i doesn't create a camera! so less memory gone to waste)

BUT THE BIG NEWS IS DEPTH OF FIELD (Z-BUFFER BASED)!!

I will release as soon as ready!
devsh
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Post by devsh »

almost done wiht depth of field, but its somehow nothing more than XEffects.

I will update the reusableWaterNode so it has options like
Reflective Water
Faked reflection water
non reflective Water
Water wihtout the shader (poop water)
BlindSide
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Post by BlindSide »

Oh yeah there is a bug in XEffects when using the depth buffer you have to stick "driver->setRenderTarget(0, false, false);" right after "effect->update();".

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devsh
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Post by devsh »

well I guess its nothing new, cause it has been done with Xeffects.

But in one way yes, cause it works for split screen!!!

I'm talking ofcourse about DepthOfField!¬!

unfortunately i cannot be bothered to make some kind of module that would be 3 include files and a HOWTO.

so instead my full source

http://project-ninja-star.googlecode.co ... 0field.rar
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