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Posted: Thu May 12, 2005 10:03 pm
by katoun
:lol:
I ment features(real time radiosity).
Even half of that mony would be enoght.

Posted: Fri May 13, 2005 12:17 am
by afecelis
next thing engines will try to implement for realtime radiosity is spherical harmonic lighting. Check these links:

http://www.paulsprojects.net/opengl/sh/sh.html

a pdf doc:
http://www.research.scea.com/gdc2003/sp ... ghting.pdf

http://www.yasrt.org/shlighting/

Engines like Ca3de are planning to use this as an alternative to GI and radiosity in realtime.

Posted: Fri May 13, 2005 12:39 am
by Guest
how about realistic sunlight without a light source of that actual size and distance away from the earth

Posted: Fri May 13, 2005 1:49 am
by MikeR
Atmosphere had awesome realistic sun light, but alas, it is no more.

Posted: Fri May 13, 2005 4:07 am
by Guest

Posted: Fri May 13, 2005 4:52 am
by Ishtm
Well... is a huge list of features.
I am specialy interested in two things... one is radiosity and the other is real time shadows.
Real time shadows are created with dynamics light ?
Radiosity how they can make it?????!!!!

Posted: Fri May 13, 2005 5:32 am
by Ishtm
Katoun i post before read second page :?

Afecelis i think you found the key!!!

i just look some, tomorrow i read that seriously.

Posted: Fri May 13, 2005 5:34 am
by afecelis
guest, thnx for that gameinstitute link. very ntersting! :D

Posted: Fri May 13, 2005 3:04 pm
by katoun
Don't forget HDR lightning.
Sadely about that I havent found no tutorial or example source code (and that feature simulates a very nice effect created by the SUN light)

Posted: Fri May 13, 2005 9:02 pm
by Ishtm
Afecelis up this link: http://www.paulsprojects.net/opengl/sh/sh.html
there is a example of Spherical Harmonic Lighting implemented in OpenGL,
is radiosity in real time!! and looks great!!!, the first time you load a scene, that is computed for a long time but once it be done is saved and dont need compute again anymore. Have source code too.

you are right Katoun... HDRI are used too.

Posted: Sat May 14, 2005 1:06 am
by SARIN
hey hey hey, r we forgettin? also, they all have the programming that game as their JOBS, not just something they do when they get home from work. that means that they have more time to develope more bugproof code, making the game better, optimize their code, allowing room for better graphics and other effects. also, theyre gettting paid, costing more money.

and about that $40 million and nothing not lookin great, anyone ever seen total recall? ugh.