Shadows - perhaps not dynamic?
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Aradiel
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Okay, uber-n00b question here.
I started off in Sphere (having learned a bit of Java in one of the computer modules at Uni) and thought it was okay, but felt restricted.
I moved onto Fury^2, specifically after seeing the "Explosion" demo - my very understandable reaction was "Zomfg! That is amazing!"
It was the standard 2d affair, but it had two light sources on the map.
Looking at the program, it was apparently due to some built-in functions to the language, and since I can't find any documentation anywhere (the damned site is down) I became discouraged with trying with that.
Now, I see Verge. It basically strikes me as great.
So, I ask, is it possible to have such shadows in Verge without destroying fps (as in the dynamic lighting tech demo)
Since I can't find the documentation, I can't very well explain how it worked in Fury, and so have to rely on you people to find out.
If you can't, that's cool. But not awesome.
Posted on 2006-02-28 12:49:01
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mcgrue
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I believe Ragecage had some shadows in Duskbane. I don't know if the full-on fancy demo ever was released, though.
Posted on 2006-02-28 15:41:36
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Omni
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Any...link to the Fury forums, or the light demo?
Posted on 2006-02-28 16:43:11
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Aradiel
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Well, the Fury site is down, perhaps permamentally, so I can't direct you to their forums or to the demo directly.
I'll try to upload it to my own host in a minute.
Posted on 2006-02-28 16:52:56
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Aradiel
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Urg, looks like I have to double post.
Here's the engine:
[url]http://www.yourfilelink.com/get.php?fid=36539[/url]
And here's the example:
[url]http://www.yourfilelink.com/get.php?fid=36540[/url]
I hope those work.
Posted on 2006-02-28 17:15:31
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blues_zodiakos
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I was doing shadows on entities kind of in the Diablo/DiabloII style. It involves HookEntity, then every frame, for each entity that is currently displayed on the screen (you'd have to check):
1. Make a sillouettte of the frame that entity is showing, optionally skewed and/or flipped vertically (to simulate directional light).
2. Draw the sillouette. It should be translucent, and you could be fancy and vary the lucency based on how close to a 'light source' that entity is.
3. Draw the frame that is supposed to be shown for that entity on top of it.
That's the quick and dirty way to do it, and works pretty well and gives nice results... that process also lends itself well to optimization and user configuration, if you wanted to give the user a choice of different performance choices (for example, it would be easy to write such a routine so that only the player's shadow is drawn, only a certain amount of shadows are drawn, only simple circle shadows are drawn, etc.).
You could do other things to the shadows too, if you wanted to experiment with performance vs. quality. You could blur the shadows, add perspective skewing, you could blend it so that it slowly fades the further away it is, rather than being a uniform lucency, you could do some sort of obstruction checking so that the shadow would realistically bend up a wall, etc... so you can make it as fancy or as simple as you want. I suggest having all of this stuff user configurable so that they user can pick and choose the features they want on at runtime, if they have a slower or faster computer. Choices are good!
Posted on 2006-02-28 17:23:57
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Omni
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I'm...not quite sure how Fury engine works. But upon opening it, it asked for the folder of a game. I assumed this meant the folder containing the F2script files, so I went into "Examples" and told it to use "Explosion" as the game folder. ...Then it said it couldn't initialize the script engine, and the error log makes references to maps that are missing and images that it couldn't find.
I don't think I can get this to work, but I'll keep trying.
Posted on 2006-02-28 17:29:27
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Aradiel
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Yeah, I wasn't sure if that would work.
It all installed from an exe, so there must be more to it than in the folder. Damn.
As is my normal convention, once installing something, if it works, I then delete the install exe.
It works on a variation of javascript, I believe.
Posted on 2006-02-28 17:32:40
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mcgrue
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Fury's VB script iirc, and made by Kael. Kael hangs out on irc with us vergedev types sometimes.
Posted on 2006-02-28 19:45:28
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janus
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Yeah, it's not going to work unless you install it from the setup program. One of the major downsides of using VB/COM.
I'll see if I can grab a setup package for it when I get home. Haven't really had time to work on the engine since I started work (good ol' non-compete agreements) and the site went down when my hosting company decided to redirect my domain name to a porn site, but I still have all the files sitting around so I should be able to scrounge something up.
On a side note, I've been putting off writing a detailed article about my lighting algorithm, so if you're interested in making a similar lighting system, drop me a note (or send me an instant message).
Posted on 2006-02-28 19:54:29
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mcgrue
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Kael! Put a lighting system into verge! :3
Posted on 2006-02-28 21:45:42
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janus
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I can't, it would be against the law :(
Posted on 2006-03-02 00:41:27
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resident
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Meh, it should be possible to fake a half decent effect using a translucent layer in VC, no?
Posted on 2006-03-02 03:02:30
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resident
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Of course, that would probably require maps to be built using a relatively restrictive template. It's a shame we're tethered to maped. good as it is.
Posted on 2006-03-02 03:06:21
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RageCage
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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.
Posted on 2006-03-02 12:21:09
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mcgrue
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Thou shalt not discourteously forget to demos thou hast mentioned.
Posted on 2006-03-02 14:34:54
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Interference22
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Verge hardware rendering. Another thing to add to my list of "things that would make this world a better place." Right next to runtime access to CHR image data.
Paperdolling. *whimper*.
Posted on 2006-03-03 16:18:05
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RageCage
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paperdolling... ahh yes... fun stuff.... I really need to finish duskbane ;_;
Posted on 2006-03-03 16:44:04
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Interference22
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Quote: Originally posted by RageCage
paperdolling... ahh yes... fun stuff.... I really need to finish duskbane ;_;
Paperdolling rocks. I want players to not just say "I'm not wearing this item because the stats suck," I want them to also say "I'm not wearing this item.. because it's pink."
Posted on 2006-03-05 19:12:30
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adderd
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Quote: Originally posted by Interference22
Verge hardware rendering. Another thing to add to my list of "things that would make this world a better place." Right next to runtime access to CHR image data.
Paperdolling. *whimper*.
As a side note, hardware accelerated verge is something that I'm interesting in doing in the future. Right now I'm still playing with rewriting the verge core interpreter but some day I plan to move on to OpenGL accelerated verge. Then we can do stuff like not just have 'normal' paperdolling but instead be able to clad the character in the groovy plaid jumpsuit of disco power (by using hardware accelerated texturing).
Posted on 2006-03-06 09:23:45
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