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

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devsh
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Post by devsh »

there is a cap set by the openGL shading language 164 dynamic lights and I need someone to test it who has a slower gfx card to see if They need a lower number. I don't think a shader model 2.0 will run the rest at all so min req 3.0 or someone could help me to make a detector that runs on both linux and windows that finds out the shader model and sets the max_light setting in game and sets the array size in shader.

ofc the performance blow is severe but obviously if the whole thing is used as supposed to then it will work at better rates.

just btw here are screenies...

openGL fixed function pipeline 8 lights (note the counter in the title bar will still say there are 68 lights, which is not true)
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my pipeline, althought not used in the best of ways (not supposed to have that amount of lights same place)
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grumpymonkey
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Post by grumpymonkey »

basically a bunch of 15 year olds who aren't computer geeks!
lol
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BlindSide
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Post by BlindSide »

grumpymonkey wrote:
basically a bunch of 15 year olds who aren't computer geeks!
lol
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Frankly I didn't think I'd be saying this but your project seems to be coming along nicely devsh. At the very least you seem to be learning skills that can be valuable.
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devsh
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Post by devsh »

especially that i got an artist willing to do models

EDIT: I have now updated the code of the shader, because i have missed the fact that it transformed the fragment positon 70 times!!! also instead of transforming the light in the shader I have transformed it before I pass it on. So instead of 10 FPS i get 18 . OH and just btw when i drop the resolution to 800x600 i get 34 fps instant.

EDIT 2: http://www.youtube.com/watch?v=3-r88vbo-LE VIDEO :):) sorry for the quality

EDIT 3: I have now introduce fading out as the light reaches the bottom of the light affect order and as it moves out of sight, this greatly minimizes the flickering which can be seen in 20.ManagedLights, however to completely get rid of that artifact I advise having the limit set at 25 or more
devsh
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Post by devsh »

And my new improoved terrain :):)

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I kinda gave a bit of thought to the deffered shading and actually to play the game in split screen you can have less VRAM cause the buffers are half the screen size!
devsh
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Post by devsh »

sharing the fruits of my labour... I increased the memory footprint by 3.25mb :( :cry:

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Steel Style
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Post by Steel Style »

That's cool but please do smaller screen I don't think that every one got 1600 wide screen resolution.
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Post by Virion »

the trees are uniform look. you should give some rotation to each tree to make it more random. nice by the way
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Post by lulzfish »

I have 1920 by 1200, but I keep Firefox around 1200 pixels wide for convenience.

I think 800 pixels wide would be nice, then I won't have to scroll horizontally.
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devsh
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Post by devsh »

it is redone now... but there is a catch my matrices are screwed up...
however you can do 6 split shadow maps meaning the shadows close to you are 9800% less pixelated than with normal shadow mapping.
devsh
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Post by devsh »

it just so happened that i got 1 programmer and 3 modelers fluent with maya and zbrush.... lets hope the team doesnt fall apart..

and i have made this in meanttime

GODRAYS

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devsh
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Post by devsh »

ok new demo!!!

and i forgot to say its my birthday

http://project-ninja-star.googlecode.com/files/PNS.zip

if you want my modified irrlicht lib

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devsh
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Post by devsh »

in process of porting to winshit

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Viz_Fuerte
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Post by Viz_Fuerte »

This is better each time, Congratulations!!! :D

I expect a demo for Wins*it. (* = h) :lol:
devsh
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Post by devsh »

the head of the windows port departament Stephen Caples does a great job with GUI

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