Shadows - perhaps not dynamic?
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janus

Quote:
Originally posted by RageCage

dynamic shadows such as the ones in my demo are not going to run fast without hardware rendering capabilities. I did however have some ideas for other kinds of shadows that might run quickly... The point is though, in verge it's going to take some cutting corners and compromising to get dynamic-ish shadows.



nuh uh!

it's totally doable in software. Diablo 2 did it. I did too, though my framerates kind of sucked. But I'm not Blizzard!


... though technically...



Anyway, the main problem is that doing quality dynamic shadows in software requires lots of clever algorithm hackery and hand-coded optimizations, the sort of things you can't really do in VC. So really pulling it off would probably require engine changes.

Hardware accel would work too, though.

Anyway, I was planning on writing a detailed article explaining just how to do the whole thing, but I never quite got around to it. Lack of free time/motivation/etc and all that. Maybe I'll get around to it one of these days!

Posted on 2006-03-08 00:30:56 (last edited on 2006-03-08 00:33:09)

adderd

I could have swore that D2 used Direct3D and thus was hardware accelerated. Maybe shadowing was done in software though. I think that good hardware based shadowing came a little later on in 3D game land.

Quote:
Originally posted by janus

Quote:
Originally posted by RageCage

dynamic shadows such as the ones in my demo are not going to run fast without hardware rendering capabilities. I did however have some ideas for other kinds of shadows that might run quickly... The point is though, in verge it's going to take some cutting corners and compromising to get dynamic-ish shadows.



nuh uh!

it's totally doable in software. Diablo 2 did it. I did too, though my framerates kind of sucked. But I'm not Blizzard!


... though technically...



Anyway, the main problem is that doing quality dynamic shadows in software requires lots of clever algorithm hackery and hand-coded optimizations, the sort of things you can't really do in VC. So really pulling it off would probably require engine changes.

Hardware accel would work too, though.

Anyway, I was planning on writing a detailed article explaining just how to do the whole thing, but I never quite got around to it. Lack of free time/motivation/etc and all that. Maybe I'll get around to it one of these days!

Posted on 2006-03-08 14:05:57

basil

Quote:Originally posted by janus

Anyway, the main problem is that doing quality dynamic shadows in software requires lots of clever algorithm hackery and hand-coded optimizations, the sort of things you can't really do in VC.


Sounds like a challenge.

Posted on 2006-03-20 00:48:55

blues_zodiakos

Quote:Originally posted by adderd

I could have swore that D2 used Direct3D and thus was hardware accelerated. Maybe shadowing was done in software though. I think that good hardware based shadowing came a little later on in 3D game land.


D2 had a software mode and two hardware modes (3DFX Voodoo api, and Direct3D). I'm almost positive though that the only thing D2 was using the accellerated modes for was to make blitting faster, and for the 'perspective' mode.

Posted on 2006-03-20 10:08:30


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