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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.
Enjoy!
Micke
Thursday, December 15, 2005
I have the exact same problem as �eviL, with the only difference being that my dialog is in English =)
X800XL, Catalyst 5.11, Win XP
�eviL
Thursday, December 15, 2005
i have the 6800gt, forceware 81.95 and win xp sp2
Humus
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.
RET
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
Shadows...
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
Sunray
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.
Humus
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.
MipMap
Saturday, December 24, 2005
Humongous...
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