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I've been working on genetic algorithms and neural networks lately. I want to put together a creature demo similar to black and white so I've been reviewing my AI text for decision trees and reading everything I can on learning algorithms. My experience with AI is very basic: I've coded mini max an…
Ok so I made this great scene, animated a character to act in it, created a storyboard, and recorded my own voice. (It's scary listening to your own voice) So I start clipping the scene in real time and notice that my frame rates are pathetic, again! Have I just outgrown this graphics card? Coder s…
Despite having the flu over the weekend I managed to implement a node tree class for my library. Since it's derived from the model base class and created using the static core model class, it can break apart models saved from the material editor. It was necessary to create this now as I will be usi…
Well I put together a little deformable radiance transfer sample and I'm quite depressed with the results. Extremely slow frame rates have plagued this implementation. I'm beginning to think that rendering animated models with spherical harmonic lighting, or any other ambient occlusion methods, may…
I just posted the PRT demo and source. I'm still working on the article and will publish it on my site when the next deformable PRT demo is finished. You'll need a graphics card that supports shader 1_1 to run this one. You can download it over at my site.
Comments on my site or here are always appr…
Comments on my site or here are always appr…
Here is another picture from my latest demo. It shows subsurface scattering. I'm currently writing an article on how to implement this with DirectX 9. This should help to clarify exactly how I did it and how the sdk example works. It will be done in a few days. I'm thinking of submitting the articl…
Well I just wanted it to be known that I have been working on another game for some time now. It is far from finished but I think that it will be another great and unique game. I'll give you a hint. Nintendo used it and McKenna stewed it.
Other than that I have been creating two new classes for my l…
Other than that I have been creating two new classes for my l…
First things first. I have finished up my glow demo by adding a touch of realism to the scene. You will notice the backdrop has been added as well as refracted glass and a shiny material for the body. I'm quite happy with the overall effect and I'm still achieving reasonable frame rates. [smile] I …
I put together a glow demo thing. You can download it here. I used pixel shader 2 for the blurring but I'll add a multi-pass shader to support version 1.1 later. As it stands right now I'm doing too many set-render-target calls but I'll fix that after I whip up a texture copy function. Currently I'…
My editor has been posted for nearly a day now and according to my server stats I've only had two downloads. Special thanks to Neoforce for basically being the sole participator in this release. [rolleyes]
If you're reading this, then please download and try out my editor on your system. I'd really …
If you're reading this, then please download and try out my editor on your system. I'd really …
So if you have a fast computer with a graphics card that supports ps 2.0 or better and your screen is at least 1024x768 then...
You can download and play with the DEMaterial Editor. Read the included text file and don't distribute the files without my permission.
Download Material Editor
edit: You wil…
You can download and play with the DEMaterial Editor. Read the included text file and don't distribute the files without my permission.
Download Material Editor
edit: You wil…
More work was done on the material editor. It is nearly complete. Though I will need to return to it soon so glow support can be added.
- Added new options
- Enable / Disable Alpha Testing
- Enable / Disable Tool Tips
- Enable / Disable Draw Back Faces
- Set Background Color - or return to defau…
I am 85% Evil Genius.
I am pure evil. I lie awake at night devising schemes of world domination,
and I will not rest until all living souls bend to my will.
Take the Evil Genius Test @ FualiDotCom
I am pure evil. I lie awake at night devising schemes of world domination,
and I will not rest until all living souls bend to my will.
Take the Evil Genius Test @ FualiDotCom
Just wanted to say congratulations to Mr. JohnHattan. Seven years is quite a run. I'm not sure who broke the mirror... but I hope his journal lasts at least another seven. Good stuff!
As for me...
As for me...
- Discovered an error inside my dot3 shaders
- Link to DirectX forum
- I was basically translating the tangents …
- Created static model loader with shaders for library
- Uses 1 read-only ID3DXMesh
- All derived models can share the same mesh or create their own
- Created animated model loader with shaders for library
- Uses a single dynamic vertex and index buffer
- Locks buffers once per frame - independent of subsets
- Switche…
The editor can now load the animated model format. I had to rewrite some of the tangent generation functions in the animation library to get the shader materials working properly. Animated models are loaded in as static meshes in the initial pose they were modeled in. Materials are edited exactly t…
Added save and save as functionality to the editor today. It is now possible to load a DESM model with shader materials. Now I'll add support for the animated format. Other things I want to finish/add are the lighting control dialog, a projection texture light, and glow support. These will probably…
Shaders are now fully integrated into the material editor. Most of the shaders that you see below took mere seconds to create. This is due in part to the many easy-to-use templates included with the editor. The first picture shows a teapot wearing two materials. The basic material is just a standar…
Whoa!! Where am I? Oh yeah! Sipping some more wine at the end of my day. My previous post went on about how much I would be able to accomplish by the end of last week. While I did manage to add a few lines it appears that I basically just took last week off.
Anyways, I managed to get back into the s…
Anyways, I managed to get back into the s…
Today I added the ability for the user to create personalized shader templates. I also worked on the template dialog which the user encounters after clicking the new shader button. I have created a few templates but still plan on making hemispheric light, reflective, refractive, translucent skin, g…
As I said in my first post, I've been hanging around this site for quite a few years. It is only recently that I've started interacting with many of you. The overall result has been very good. Thanks to many of you I have become a much better coder since becoming a member. But unfortunately I see a…
I've managed to get some fairly decent normal mapping. So far there are three bump templates to choose from: Diffuse, Specular, and Diffuse-Specular. These templates borrow from the specular power setting of their corresponding basic material if one exists; else they use a default setting. This opt…
I spent a lot of time creating some quality templates for the user to build materials with. So far I've got basic, 1 vert-light, 2 vert-light, 1 pix-light, 2 pix-light, and toon templates. I'm just now starting on a couple of bump templates. Also I've implemented a new lighting setup for the editor…
- Added cube, teapot, and torus models to the shader editor
- Increased the individual editor display resolutions
- Fixed a subset reordering error. Fast fix thanks to STL
- Greatly increased the speed of my static model exporters
- Added a new dialog window to setup lights and projected textures
I discovered ove…
The shader editor now has an auto update option with a 3 second delay on shader text changes. It also has a message window to output compile errors, DE syntax errors, and the occasional bad joke.
Techniques can be viewed by selecting from a drop down list. Also one basic material can be selected fro…
Techniques can be viewed by selecting from a drop down list. Also one basic material can be selected fro…
Work progressed on the shader editor today. A CEdit control currently displays the shader code with no syntax highlighting. Figuring out TAB capability took some time until I came across this CodeGuru article.
The editor's shader materials are going to use an extended version of the standard shader …
The editor's shader materials are going to use an extended version of the standard shader …
I've been busy. Since I last posted I've added these changes to the editor:
Material name changes, Diffuse - Specular - Emissive editing with the color dialog and/or edit boxes, Add and Delete materials, Slider control blending and specular power, Re-order model subsets up and down the list (changes…
Material name changes, Diffuse - Specular - Emissive editing with the color dialog and/or edit boxes, Add and Delete materials, Slider control blending and specular power, Re-order model subsets up and down the list (changes…
Today I created a safe FILE* class - thanks to a tip from Coder [smile]. Also I have replaced most pointers in my library with references or other workarounds. My engine code is defiantly more reliable, safer, and shinier than a week ago. This is good since many other tools depend on the core libra…
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