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Posted: Thu May 14, 2009 11:59 am
by devsh
new demo on project-ninja-star.googlecode.com notes:

Joystick not mapped to second view
Not all keys can be remapped
Water beyond repair


Improvements

Improved FPS by 30 by improving my shaders to blurr in circles not in squares (3/4 of the workload)

EDIT: further examination has improved the framerate from 111 to 170 in single player with HDR+DoF
This is supposed to fall when I put my depth info from the RTT's alpha to a second RTT (which rendered with MRT) in 16 bit precision (instead of 8)
This would allow to do DoF of up to 1.f in world space precision and 70000 far value instead of 31.f of up to 8000.f in far value

Posted: Thu May 21, 2009 7:13 pm
by psychophoniac
all your speed improve notes don't say anything for your progress, because everyone has another machine...
give us screenies or demos to show progress!

Posted: Thu May 21, 2009 8:00 pm
by devsh
I have a demo on projects web page...

Posted: Mon May 25, 2009 5:21 pm
by devsh
motion blur _DONE_
SSAO _NEXT_IN_LINE_
joystick _GETTING_FIXED_
sky _NO_IDEA_HOW_TO_FIX_

Posted: Wed May 27, 2009 9:43 am
by devsh
halfway there with the sky and I am trying to get rid of nasty artefacts with my DOF + HDR

Posted: Fri May 29, 2009 7:03 pm
by devsh
textures dont remove properly it caused me a 300kb leak witha 2800x3100 texture

joystick is done, but the configuration of viewing device is not
sky done
all my artifacts vanished

SSAO
lighting issues from the sun
LEAKS

then I release demo (or maybe i will add volumetric light scattering?)

Posted: Fri May 29, 2009 9:54 pm
by devsh
NEW DEMO

http://project-ninja-star.googlecode.co ... o-29-5.zip

so its:

joystick+view
lighting issues from sun
SSAO
memory leaks
Volumetric Light Scattering
fix my issues of sky + splitscreen


AND THEN ONTO PHYSICS!

Posted: Sat Jun 13, 2009 8:35 pm
by devsh
I'm really happy because I went on our wiki and edited it and found that I have boosted the completion percentage by 4%...

from 5% to 9% I hope the next 3 months will be even more productive

Posted: Thu Jun 18, 2009 3:02 pm
by devsh
ok so I will fix water and movement in split screen, I had to lay off reflections... :(

Make a new slidebar for water quality and I will try to make the skybox reflect with all the clouds on it and this bit on the water which is like a sun reflection.


add very simple clouds and we have a new demo...

In the next :

-shadows
-more stuff reflects
- optimisation
- water caustics

for now
Image

Posted: Wed Jul 22, 2009 3:38 pm
by devsh
MORE SCREENIES 8)

Water Caustics
Image

Water depth rendering (like in crysis)
Image

It all comes together and makes this
Image

Posted: Wed Jul 22, 2009 4:04 pm
by Virion
really nice devsh, you're good in writing shader. :)

Posted: Thu Jul 23, 2009 10:11 am
by devsh
thank you Virion

anyway using depth rendering I managed to get rid of one bug when the objects above the water "bleed out" into the refraction on the water in other words i did some sort of Z-culling that halted effect calculation and turned the pixel transparent.

Posted: Thu Jul 23, 2009 8:08 pm
by devsh
any feedback about the demo is appreciated

Posted: Thu Jul 23, 2009 9:13 pm
by Eigen
That's what you get with your Oh-so-cool-Linux-only-release. Not a very good marketing decision if I may say. At least provide a Youtube video or something for Windows users. Thanks.

I like the water, though it could use soft edges where water meets terrain .. But why exactly are you focusing all your energy on a water shader and not gameplay? Is the water really such an important aspect of the game (like in Bioshock)? I'm yet to see any screenshots of the actual game.

Posted: Thu Jul 23, 2009 9:24 pm
by DtD
I'm gonna agree with Eigen. Linux is nice an all, but I'm not going to start it up just to play your game. Besides, I loaned my Linux laptop to a friend for the week ;)

But you water looks great!

~DtD