Project Ninja Star - help wanted - ported to windows on 26th

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devsh
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Post by devsh »

i make a vid on youtube, btw i got my moving bit sorted out

Just use the time uniform, multiply by 10 and use the sin fun
Prott
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Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Pixel shader has "time" variable (I highly doubt that), or what do you mean?
devsh
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Post by devsh »

seconds since program was linked (at least in shader maker).

anyway I need to look into following:

use 16bit textures (maybe the depth pass??? it only needs 16 bits to encode depth)

my menu options loads 6 images of a ninja star, no transparency (it is only solid or completely transparent).

The function itself loads a 2048x2048 logo texture (the logo's in the game are quite big too) and if that was 16 bit the min sys req would be 192mb of ram. I could also try making some textures smaller

But the urgent are

REDO MY EFFECTS (HDR and stuff) IN SINGLE AND SPLIT SCREEN! And optimise!

FIND OUT wHY tHE AUDIO TAB WOnT COME ON FOR LONGER THAN 3 seconds (it flickers off)
Prott
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Post by Prott »

In case you have framerate bigger that 0,0001 fps, seconds are useless I think. :)
devsh
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Post by devsh »

its not a rendering related problem, its just some messed up code i have made when trying to make my tabs not stretched in resolutions different to 4:3. so it does not respond to clicks properly
devsh
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Post by devsh »

Ok TODO

fix my effects for split screen and make any combination of them work abd not produce errors

add fresnel effect to my water

make my camera scene node with custom key maps and controlled by joystick

make it possible to not blurr some objects in depth of field

add simple sun moving across the sky

make water dirty (i.e. not see some objects below 1m) but slowly fade away

add an island using terrain generator

speed up rendering of depth pass using instancing or MRT

speed up water rendering somehow

make the terrain generator make caves and overhangs

make sky that changes according to time

water caustics

make global time counter and global wind regulator

make POM Parallax Occlusion Mapping

godrays from the sun (Volumetric Light Scattering)

a little stretch of orange/ halo around sun in sunrise and sunset

make water reflect the sun really brightly

make clouds

grass placed at the right height and slope according to terrain

improve lighting and volume of clouds

make the grass sway on the wind

add global weather controller (wind included) that changes the color of the clouds (i.e. grey for rain)

add rain which refracts (drops)

add storm and lightings

improve terrain generating and vegation by using height maps, population maps (for vegetation) and type of vegetation maps.

make rain that slopes and speeds up according to wind

destroy rain particles when hit the ground and make a splash particle

start work with physics

piss about with fire effects smoke and explosions

buoyancy and floating

full area effect on my terrain

make very decent trees and improve vegetation
devsh
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Posts: 2049
Joined: Tue Dec 09, 2008 6:00 pm
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Post by devsh »

praise whoever thought of loading textures in 16 bit. The RAM req is now

160mb RAM for DSL

P.S. I suspect memory leaks while restarting device...
devsh
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Post by devsh »

Ok UPDATED TODO

Ok TODO

fix my effects for split screen and make any combination of them work abd not produce errors

add fresnel effect to my water _______________DONE_______________

make my camera scene node with custom key maps and controlled by joystick

make it possible to not blurr some objects in depth of field _______NEVER____

add simple sun moving across the sky ____DOING_____

make water dirty (i.e. not see some objects below 1m) but slowly fade away ____POSSIBLE___NEAR___FUTURE___

add an island using terrain generator ____NOT ISLANG BUT MOUNTAINs with_lakes__

speed up rendering of depth pass using instancing or MRT ____REPLACED_WITH_PUTTING_DEPTH_INTO_ALPHA_BUT_WILL_BE_IMPROVED____

speed up water rendering somehow ___CANT___

make the terrain generator make caves and overhangs

make sky that changes according to time ___IN_PROGRESS___

water caustics

make global time counter and global wind regulator

make POM Parallax Occlusion Mapping

godrays from the sun (Volumetric Light Scattering)

a little stretch of orange/ halo around sun in sunrise and sunset

make water reflect the sun really brightly

make clouds

grass placed at the right height and slope according to terrain

improve lighting and volume of clouds

make the grass sway on the wind

add global weather controller (wind included) that changes the color of the clouds (i.e. grey for rain)

add rain which refracts (drops)

add storm and lightings

improve terrain generating and vegation by using height maps, population maps (for vegetation) and type of vegetation maps.

make rain that slopes and speeds up according to wind

destroy rain particles when hit the ground and make a splash particle

start work with physics

piss about with fire effects smoke and explosions

buoyancy and floating

full area effect on my terrain

make very decent trees and improve vegetation
devsh
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Posts: 2049
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
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Post by devsh »

first terrain screenies (without global illumination/ambient term) might seem dark

Image
Image

EDIT: Milestone COMPLETE ADDED LIGHTING TO THE GAME!!!
devsh
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Post by devsh »

will be changing above pictures within 24h
devsh
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Post by devsh »

There is a video coming,

I am designing input mapping, and stuff.

I am simultaneously recreating water scene node
devsh
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Post by devsh »

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

First Demo Of Post Processing and terrain, BEWARE SPLIT SCREEN DOES NOT WORK![/url]
devsh
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Post by devsh »

UPDATED AGAIN

Ok UPDATED TODO

Ok TODO

fix my effects for split screen and make any combination of them work abd not produce errors ___DONE___

make my camera scene node with custom key maps and controlled by joystick __HALF WAY___

add simple sun moving across the sky ____DONE_____

speed up rendering of depth pass using instancing or MRT ____REPLACED_WITH_PUTTING_DEPTH_INTO_ALPHA_BUT_WILL_BE_IMPROVED____

speed up water rendering somehow ___WATER beyond repair___

make the terrain generator make caves and overhangs

make sky that changes according to time ___IN_PROGRESS___

water caustics

make global time counter and global wind regulator

make POM Parallax Occlusion Mapping

godrays from the sun (Volumetric Light Scattering)

a little stretch of orange/ halo around sun in sunrise and sunset

make water reflect the sun really brightly

make clouds

grass placed at the right height and slope according to terrain

improve lighting and volume of clouds

make the grass sway on the wind

add global weather controller (wind included) that changes the color of the clouds (i.e. grey for rain)

add rain which refracts (drops)

add storm and lightings

improve terrain generating and vegation by using height maps, population maps (for vegetation) and type of vegetation maps.

make rain that slopes and speeds up according to wind

destroy rain particles when hit the ground and make a splash particle

start work with physics

piss about with fire effects smoke and explosions

buoyancy and floating

full area effect on my terrain __IMPOSS__

make very decent trees and improve vegetation
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