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Community / DevLogs / Re: The Wayward Isles
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on: March 16, 2017, 03:58:21 AM
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I would never have thought of handling the visualization this way; that's very clever. So if I'm reading this right the worldspace (with respect to objects within the world) never really changes? Are you then using double floating point precision for collisions? I could be misunderstanding entirely, please forgive me if this is the case.
Indeed, this is true for the rendering and shading. For collision detection, single precision is used, utilising information stored in quantised tree structures which protects against large absolute world space coordinates and accompanying precision issues.
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Community / DevLogs / 3D Pinball Project
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on: March 28, 2016, 06:24:38 AM
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(Click GIF to view video) Doing some spring cleaning on my old vids and discovered my abandoned 3D pinball project - I included a Youtube playlist. Can't believe it has been more than a year since I touched it! What is evident is that I'm not going to be able to give this project the TLC it deserves  So, here goes nothing... Does anyone here have the time, interest, means and or capacity to further this project with my help and guidance?  if so please respond to this topic or drop me a message and let's see what we can do, I'm open to ideas and suggestions.
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Community / DevLogs / Re: Isaroth's Quest
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on: March 19, 2016, 09:41:30 AM
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It's looking great!
One note I have; the Sun/Lens Flare seems really intense, both visually and transitionally. Is there anyway to soften that a tad? Just a thought I had while watching the video!
The visual effects are probably all off, mostly as I'm not an artist but also when I create these effects I tend to over exaggerate them pretty much all of the time because they are new and shiny an I like playing around with it therefore anyone with a good eye will probably find it a bit crass. Everything is customizable via the level editor so anyone building custom levels and mods can add their own effects, characters, AI and so forth as well as change parameters for the existing ones or disable them all together if wanted. Would be nice though to see people with an eye for these kind of things let loose on the engine to make things looks nice and visually appealing!
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Community / DevLogs / Re: Isaroth's Quest
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on: March 12, 2016, 05:13:58 PM
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(Click GIF to view video) Another small update - Managed to grab a HDR recording using windowed mode. Hardware used for demo: Intel Core I7-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest
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on: February 24, 2016, 03:36:16 PM
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(Click GIF to view video) Another small update - This time the first iteration of some fighting dynamics, still very raw but the basic idea is there... Hardware used for demo: Intel Core I7-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest
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on: February 20, 2016, 04:03:50 PM
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Heya, big up for the FX so far. Just wanted to mention that you might want to keep an eye on color correction (Gamma/HDR-correction). Because there seems to be quite a lot of darkness and burnt white in the images.
Best wishes!
Good catch on the HDR. Part of the problem at hand is that in order for me to capture the video I need to render to a R8G8B8A8_UNorm surface. I use Mirillis Action to capture and it doesn't handle 16-bit surfaces very well (mostly black screens and major stuttering). Using R8G8B8A8_UNorm surface for vidcap obviously throws all HDR scaling/ranging out of the window..  But regardless, you make a very good and valid point, I'll keep an eye out for it - thanks for the feedback, much appreciated! 
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Community / DevLogs / Re: Isaroth's Quest
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on: February 20, 2016, 03:06:10 PM
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(Click GIF to view video) @ashtonmorris, @amanfr01 - Thanks for the kind words! Not much to show this week I'm afraid, just enabled Bokeh highlights, Depth of Field and Adaptive Lighting. EDIT: Note all effects are exaggerated for display purposes. Hardware used for demo: Intel Core I7-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest
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on: February 17, 2016, 07:57:46 AM
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Ok, so here's a quick and very oversimplified breakdown of what a typical deferred shaded frame in the game consists of (for those who are interested in such things) Let's look at how the following image is built from the ground up,  First we render the data into separate buffers, this is all done in one pass using multiple render targets (MRTs), This is what the diffuse, normals, specular and depth channel looks like,     Also required for sunlight shadows are the cascaded shadow buffer, consisting of 3 slices in this instance,  Now using all of the data in the separate channels we can go ahead and render the sunlight into the light accumulation buffer along with such things as fog and shadows and so forth,  Next we calculate some things for post-processing, here is what the downscaled blur, screen space ambient occlusion (SSAO), occlusion and light-rays buffers look like,     (The occlusion buffer is used for calculating the light rays buffer, blur for bloom) Then finally with some magic we combine all the information and get the final result, 
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Community / DevLogs / Re: Isaroth's Quest
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on: February 16, 2016, 03:46:34 PM
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(Click GIF to view video) Yet another minor update to the environment. Added screen space ambient occlusion (SSAO) as well as screen space light rays (SSLR) both shaders use compute shaders, if available, otherwise more traditional means are used. Hardware used for demo: Intel Core I7-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest - Added water elements
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on: February 07, 2016, 02:30:32 PM
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(Click GIF to view video) Ok, so I've been playing around with some water elements and I made a few additions, they are very rough at the moment but it is getting there... I hope. Now time for some  !!! Hardware used for demo: Intel Core I7-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest
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on: February 07, 2016, 01:33:25 PM
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Even though you didn't get to spend as much time as you wanted, it's looking really nice! I mean that in a few ways: 1.) It's very dense. A beautiful, woodsy density. It feels very natural and realistic, which is a HUGE strong point in the realm of the game you're working on. 2.) Because of that density, it's already feeling very large and wide open. I don't know how much land you've created for the game so far, but I already want to go exploring! It's looking like the type of game that makes me want to explore and essentially postpone the main story line  . Which, for me, is a very good thing! Thanks, I'm glad you like the current look and feel. Nothing is final at the moment, basically finding my way as I go so I'm sculpting the world 'free-hand' style atm. The density does indeed give it a nice feel but I'd like to add some more structure to the level at some stage - I think that will come together once I start adding some quest elements.
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Community / DevLogs / Re: Isaroth's Quest
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on: February 02, 2016, 08:33:34 AM
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Don't get as much time as want to spend on this but here is a small environment update. Starting to establish a look and feel now. Please tell me what you think!
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Community / DevLogs / Re: Isaroth's Quest
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on: January 31, 2016, 11:10:57 AM
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Another update – Still experimenting with camera angles and play-style. At the moment the game has features similar to the witcher and assassin’s creed mixed with elements of Baldur’s Gate and diablo. Thinking of doing a mashup of styles for example using top-down to manage and control your character gang with the added ability of taking direct control of any given character…
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Jobs / Portfolios / Programmer available
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on: January 31, 2016, 07:32:54 AM
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Hi, I'm on hiatus at the moment and I'm looking for some new and interesting development challenges. I can assist on many fronts - shaders, AI, content pipeline and general to complex mathematical problems for your games. You can checkout my engine development website at http://www.covertengine.com/Feel free to drop me a line for further information or email me directly at [email protected]
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Community / DevLogs / Re: Isaroth's Quest - Day/Night cycles
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on: January 27, 2016, 03:08:13 PM
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I have been playing around with dynamic daytime changes and it seems to work OK. I included a video link, please tell me what you think, feedback and ideas are welcome! Hardware used, Intel Core iI-4790K CPU, Asus NVidia GTX 470
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Community / DevLogs / Re: Isaroth's Quest
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on: January 27, 2016, 09:23:56 AM
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I'm really enjoying the style of this! The first .GIF has that "Witcher" or Assassin's Creed open-world vibe, and I'm loving it. I can't think of any indie game that has replicated that style, specifically. Really great! Keep it up!  Thanks! The style is not locked down at the moment and will probably end up being a 3rd person camera style blend between something the likes of Assassin's Creed and diablo.
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Community / DevLogs / Re: Isaroth's Quest
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on: January 23, 2016, 04:54:49 AM
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Just a small update for 'Isaroth's Quest'. Testing particles using Brimstone seek and destroy spell. AI characters set to passive mode so they don't attack the player. This time with the correct video link! Feedback and ideas are welcome! Hardware used, Intel Core iI-4790K CPU, Asus NVidia GTX 470
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