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New demo
Monday, December 12, 2005 | Permalink

Some of you may remember my old GameEngine demo from 2002. Occasionally I get people asking me to do something like that again. I started working on this quite a long time ago, but the project has been more or less idle for most of the time. But I recently got over my laziness and actually finished this thing.

So here you go. It's a bit larger demo than usual, but IMO, a lot better than usual as well. It features a large map, you can do cool stuff like wall-jumps, dodging, rocket-jumps etc. There's also sound and some background music for a change.




Enter the code below

Thursday, December 15, 2005

Thursday, December 15, 2005

i have the 6800gt, forceware 81.95 and win xp sp2

Thursday, December 15, 2005

sqrt[-1], I'm no guru on the topic either, which is why I had to fuss around so much before I could get it to work everywhere.

RET, could you describe your problem better? I don't understand what you're trying to say.

Friday, December 16, 2005

I would not tell, that it is a problem, but most likely such should not be. Wanted to send screenshot but I do not know the mail. And at a forum to be registered it is impossible on not clear problems. I shall try to explain so. I sometimes on the screen have pixels (extraneous noise). Most soon on joints of poligons, but I am not confident. Tell better, where it is to send screenshot. My ICQ #294935155

Tuesday, December 20, 2005

The world shadows look bad, they\'re not filtered (on my ATI card at least). I thnik this is because nVidia held a patent on this, and you had to filter them manually in the pixel shader, right?

Half-Life 2 does it right. The multiplayer component of Splinter Cell: Pandora Tomorrow does to; but the single player component does not. This demo does not, and most games which use this kind of shadows do not

Tuesday, December 20, 2005

Half-Life 2 doesn't use depth shadow maps IIRC, only a projected image (thus no self-shadows).

NVIDIA supports filtering on 2d depth textures. This demo also uses cubic shadow maps.

Friday, December 23, 2005

Yeah, I would have to filter the shadows in the shader. I've considering doing this, but haven't really done anything about it. I actually considered using lightmaps as well for the static shadows, but it's a bit of work. That should improve quality a fair bit though, and even speed up things a bit too.

Saturday, December 24, 2005


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