ArakisTheKitsune wrote: And yes I have EA permission to use their graphic as long game stays free.
Did you really get like express, written consent from EA?
I only have their word on that. Even if something goes wrong about legal stuff ( I doubt that since they said that is ok ) I could always do units, powers, etc little different that "look like from C&C but they are not".
Either way game it's still in "heavy programming" phase, when I finish 90% of it then I will ask for official, signed document from them.
Exactly, I am just surprised I wasn't trying to like call him out or anything, because most fan games don't go and get permission, so I was curious whether they actually made it legal and everything. But yeah, it's not legal, but fan games that are obviously fan games generally won't be prosecuted anyway, because it's PR suicide. Anytime I've seen it, the company would bark at the door with a lawsuit and then settle for an assurance the fan game would not be commercial at all.
DeM0nFiRe wrote:Anytime I've seen it, the company would bark at the door with a lawsuit and then settle for an assurance the fan game would not be commercial at all.
I am sorry for confusion but this game was never meant to be commercial. In fact you can get current code on sourceforge since is open source.
Oh, no, I knew this wasn't commercial, fan games generally never try to be (I've never seen one that tried, actually XD) but the companies would still make sure they got written assurance.
Here is a screenshot of my GPU radisoity generator. Its instant radisoity and no... its not realtime because i use shadow maps on the virtual lights too for accuracy.
First image has one single yellow point light .
second image has 1 directional light to show colour bleeds in action.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Yep the GPU calculates it and thats the result applied as a texture, hence the black seams at face edges. I fixed this issue by adding edge dilation onto the blurring filter.
Here is a spoltlight with the new system, notice how there is no leakage at the uv edges.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Well its far from optimised since its running on a mixture of my code and a hacked xeffects system, but it is definitely faster than blender calculating just the AO on the same pc.
My first implementation was realtime using hemicubes, but averaging the hemicube gave really poor quality results, if i increased the hemicube count it got better but.. it quickly became non realtime so i decided to use the instant radiosity technique (currently even the virtual lights use shadow maps so maybe i can increase speed by turning that off).
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p