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Posted: Thu Sep 04, 2003 9:21 am
by Miguel Melo
puh wrote:What about bump-mapping?
Yeah, I was about to sugest that... I had posted that one on the old board. I believe that now that we have the water node that effectively uses multi-texturing, adding a new shading type for bump should be relatively simple - in Niko's terms, at least. Is this man a force of nature in programming, or what? :lol:

Posted: Thu Sep 04, 2003 9:45 am
by niko
*lol* thanx. :)
I really wanted to add bump mapping support, but somhow I forgot it.. sorry. Will be in next release :)

Posted: Thu Sep 04, 2003 8:02 pm
by Cleves
Is there an edit box in 0.4? :?

Thanks

Posted: Mon Sep 08, 2003 6:11 am
by indianbeard
While adding bump mapping, if it is possible to use multiple textures,
it would have been nice.What i mean is that the peaks will have one texture and the valleys another texture.This would have been useful to create foaming water , terrain etc.

Posted: Mon Sep 08, 2003 6:15 am
by indianbeard
and will you add this feature to the dynamic water in the engine so that
the peaks of the wave can have an adjustable foam ratio.
Thank you for the great engine

Posted: Mon Sep 08, 2003 7:42 am
by niko
Good idea with the peaks and valleys. Why not. :)
And sorry, there is no edit box in 0.4 yet. But you can create your own, if you want. :)

Posted: Tue Sep 09, 2003 3:45 pm
by indianbeard
oh..thank you :D .

Posted: Tue Sep 09, 2003 4:20 pm
by indianbeard
A fractal noise function will be very useful in many situations like heightmaps, material ageing, water, sky etc. Forcefields will also make the engine very powerful. Sorry I am not a good coder. but I have good
3d artistic experience.More good tutorials from fellow friend programmers
of the forum will help people like us.

Posted: Tue Sep 09, 2003 8:11 pm
by Cyber_Sneak
reflections (cube mapping)
DP3 bumpmapping (plz?)
CG support?

Posted: Tue Sep 09, 2003 8:37 pm
by Zaelsius
It would be nice to have a material flag, that combined with a member function, allowed the programmer to specify a vertex or pixel shader to apply on that material. But not really sure about portable vertex/pixel programs... something like CG would be ok?

Posted: Wed Sep 10, 2003 8:15 am
by cyberbobjr
Another feature in the engine :
An event raise when a collision occured.

Posted: Thu Sep 11, 2003 5:06 am
by demonmage
Hi, Niko :wink: , when will get ready version 0.5?
That in her will be new?

Posted: Thu Sep 11, 2003 5:39 am
by FleshCrawler
I see thinks like CG, but i wonder how that suppose to work, as far as i know CG = an Nvidia product, and there might be people with an ATI out there, will it still work then?

Posted: Thu Sep 11, 2003 6:51 am
by niko
I like the idea with the pixel and vertex shader in a material. this would be extremely useful, and it would be cool if I would be able to implement this. Lets see. :)
An event when a collision occured is not very easy to do, because collisions occur very often. In fact the only time when there is no collision is when the player is falling down, when he is currently hanging in the air.
And I dont know yet when 0.5 will be out, and what will be in there, sorry.

OSX?

Posted: Thu Sep 11, 2003 7:21 am
by Lka
Hi!
What about OSX suport? Is it planned?