Project Ninja Star - help wanted - ported to windows on 26th
OTbitplane wrote:... A real IQ test has questions that are impossible for normal people, that one was easy.
...
I disagree with that , sometime the difference between "normal" and "above" or "below" "normal" it's just about the time you take to answer a question possible even for "normal" people. I tried this test but I think it isn't very useful because it doesn't have a time limit and, as already stated, it's like a sort of basic admittance test
/OT
@ devsh: When do you plan to release a demo of your game? I'd like to give it a try (and you can collect datas from the performance on other peoples machine)
Sorry for my awful english ^_^'


Interesting .. what shader are you using? You could take advantage of that shader by using low detail/high detail models according to the intensity of bloom.devsh wrote:So the fact of the matter is that my depth of field shader cannot be processed any faster than 74FPS.
Because of realtime physics - for example...devsh wrote: (Why buy quad cores, people?)
And.. you could use IrrEdit maps instead of BSP. It`s better, faster, etc.
Anyone KNOWS of a better way of blurrring in a shader than this:
As You can imagine one pixel can get sampled up to 16 times!!
the problem is that i could make a way more efficient shader IF I could store variables in between shader passes (so after the pixel 0,0 has been done i can pass data to pixel 0,0.003) because all the global and local variables get wiped, or initialised AGAIN.
do I use varying.
Or does One have a better blurring algorithm than getting the values of all the 15 surrounding pixels in a square around the original one?
Code: Select all
for (i = -4; i<4; ++i) {
for (j = -4; i<4; ++i) {
sum += texture2D(RT, texcoord + vec2(i,j) * weight*difference_between_focal_point_in_depth_tex) * sampler [i+4];
}
}
gl_TexCoord[0] = sum * 0.16;
the problem is that i could make a way more efficient shader IF I could store variables in between shader passes (so after the pixel 0,0 has been done i can pass data to pixel 0,0.003) because all the global and local variables get wiped, or initialised AGAIN.
do I use varying.
Or does One have a better blurring algorithm than getting the values of all the 15 surrounding pixels in a square around the original one?
-
lostclimategames
- Posts: 331
- Joined: Sat Sep 02, 2006 4:11 am
- Location: Michigan
- Contact:
So my team (me and Darell) decided to try to pose professional sensible people and we have set ourselves a TODO list:
http://code.google.com/p/project-ninja- ... dated=TODO
100 out of 237 are things to do with modeling, so NEED MORE ARTISTS (NOT MORE, MANY because WE HAVENT GOT ANY)
http://code.google.com/p/project-ninja- ... dated=TODO
100 out of 237 are things to do with modeling, so NEED MORE ARTISTS (NOT MORE, MANY because WE HAVENT GOT ANY)
Screenshots!! 
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko


