Monday, July 19, 2010

Bon Odori test



I wanted to make a full O-Bon demo, but instead I just spawned some dynamic torches ( animated lights ) following a simple path like a particle system real quick. Need to fix lighting and visibility again new design new breakage. Hurts framerate to spew all the debug and error test each render command too.

Wednesday, June 9, 2010

Haha! Fixed a dozen bugs texcoords ain't one.



Sometimes you need to step back an enjoy the test materials on your programmer art. About to get realtime dynamic light editing hooked back up via replication to edit levels 'live' again. Good times playing around in the sandbox.

Yeah... I'm going to need you to rewrite all the light and material shaders.



With E3 coming up I barely have time for my hobby engine. Still playing around with comic look. About to get serious about fixing the deferred lighting with SIMD based tile rendering for box, point, and spot lights. But for now the same broken shit. People asked how horrible it currently looks, so a quick peek of a debug session.

Sunday, February 28, 2010

Postprocess fun

I've been playing with using basic laplace edge detection to add more definition to the scene as a 'sharpen' style of convolution using inverse color. It could use some work, but I really like the effect. Not bad for pure image space I guess.

I wonder about modifying it so can be filtered per material. That would be pretty easy using a spare component out of one of the G-buffers.









Tuesday, February 2, 2010

HHmmm...


Found a new bug causing my colortargets to get cleared when I don't really want them to be. Likely due to be being 3am and I haven't wrote new buffer code yet. Parallel lighting on PC is going to fucking suck.

Here's an init prelight pass for a test character for fun. Not much to look at, but better than my 'oh shit' debug pink.


Sunday, January 10, 2010

valfreyja alpha update

I keep retooling the demo code, and it's improving all the time. The next two major items are to merge my walkmesh/raytrace IK optimization code into bullet, and pick a deferred shading or prelighting techinique I can live with. That's right almost 90% bullet physics now, and my old physics library can file for early retirement. I need to write a bullet based character controller at some point. :(

I'm still waiting for my new workstation, and stuck on my backup to my backup with a NV6800 -- that means lighting is pretty much almost off. The new material system from freyja 10 is integrated, but I'm not using it much with my gimped card. I always seem to burn out a box while working on graphics code, and this time it was my main box that died a few weeks ago. I'm done with Apple hardware. I had to run Linux on it anyway to have descent graphics drivers, but I've heard a rumor Apple may be getting off their ass and looking into fixing their stack for OLG 3.2 -- don't count on it. :)





Since I often post from a tablet PC time to bitch about one:

I noticed HP finally made public the true successor to the tc1100 tablet PC -- the Touchsmart tm2. The only bad part is that the discrete graphics is ATi/AMD this time. Awesome a tablet PC with a GPU series plagued with horrible driver support for all major OS. I like to do more than 2D art on mine, so I'm going to pass -- it's not worth the hassle. It doesn't need to run mudbox or let me run my MRT code, but no way in hell I'm going to put up with stability issues and lacking OpenGL support.