Random "work in progress" shots
category: general [glöplog]
Speccy dev in 2015
My last prod for the year.
I made this tonight, before midnight. I swear. :) I got it recorded and uploaded to my server before 2016-01-01 00:00:01, but not soon enough to be able to post here before then. Close enough?
Queue "That's no Amiga!" Well, it's no moon either.
Video. Warning, audio is soft. Don't forget to turn your speakers back down if you turn them up. No music, sorry. Whaddya want for an evening?
Sources.
All is written directly to the screen. There is a buffer available in the core library. I chose not to use it. I tested setting the framerate up to 150 fps, and a very slight tearing at the bottom of the bounce but otherwise workable. I also have a similar fast copy method for full-screen images with RLE, but I wasn't hurting for space here.
I made this tonight, before midnight. I swear. :) I got it recorded and uploaded to my server before 2016-01-01 00:00:01, but not soon enough to be able to post here before then. Close enough?
Queue "That's no Amiga!" Well, it's no moon either.
Video. Warning, audio is soft. Don't forget to turn your speakers back down if you turn them up. No music, sorry. Whaddya want for an evening?
Sources.
All is written directly to the screen. There is a buffer available in the core library. I chose not to use it. I tested setting the framerate up to 150 fps, and a very slight tearing at the bottom of the bounce but otherwise workable. I also have a similar fast copy method for full-screen images with RLE, but I wasn't hurting for space here.
Realtime but still some work to do.
@branch
eye candy!
eye candy!
not really a wip.. i've started an x-mas demo..with a strange xmas tree..with big balls^^
but no time to finish it for the 25 december...too late to use a xmas tree....I changed my plan..and do something different ^^
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but no time to finish it for the 25 december...too late to use a xmas tree....I changed my plan..and do something different ^^
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@ntsc_ goes without saying that it looks amazing! Is it distancefields, raytraced or actually normal polygons?
ntsc_: great stuff! how do you light it?
the twist/worm/ it's distancefields, and the rest classic poly. and it use global illumination for the light.
@ntsc_ what method do you use for global illumination? This looks awesome.
it's voxel cone tracing
inspired by visy's post on top:
for painted memories - pictures are: original - 63 colors - all strokes (6000) - selected strokes (1700).
Strokes (position, rotation and size) are procedurally generated (randomized scans with decreasing stroke size - that's what 'grid size' controls) and then encoded to 8 bit (63 colors + 2 bit rotation offset - zero used for skipping).
for painted memories - pictures are: original - 63 colors - all strokes (6000) - selected strokes (1700).
Strokes (position, rotation and size) are procedurally generated (randomized scans with decreasing stroke size - that's what 'grid size' controls) and then encoded to 8 bit (63 colors + 2 bit rotation offset - zero used for skipping).
Metal scraps and bad optics.
noby: looks like metallic forest along the lake. lovely.
looks like raymarching heightmaps gone wrong, and shaded to look good :D
Yeah pretty much :D. Broke the distance function a bit but it just looked nice. Meant to test a new optical pipeline in development that tries to act in somewhat realistic fashion (currently parametrized quite strong), like an actual lens would. Props to sm for a wonderful blur pass. Movement:
@noby
nice!
nice!
Lovely.
noby: Awsome!
Looks nice! Just like metal scraps plus a magnet.
How do you do the dof?
How do you do the dof?
The dof is just based on a pseudo z-buffer that is used to calculate the circle of confusion with the usual formulas from the literature. Blurring is done with a one-pass box blur function which gives a nice impression of a physical iris (significantly better than gaussian). Could easily be modified to use a circular aperture as well, which would be the most accurate choice. Hexagons and other shapes should only be used for much smaller apertures if you intend to mimic an actual lens, as I imagine most people intend to.
z-buffer from raymarching + single pass box blur. Nice.
Neo Geo CD dev (for Revision 2016 wild compo)
noby: That's awesome! :)
noby: as they said, very nice! :)
noby: what everyone else said.
Also check out this blog it might interest you, it's a similar CoC then blur pass to what you are doing then he uses point sprites to get a lens iris shape bokeh. The sprites are only rendered on points above a certain brightness threshold which seems to give a decent look without the crazy fillrate of doing every pixel.
https://mynameismjp.wordpress.com/2011/02/28/bokeh/
https://mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/
Also check out this blog it might interest you, it's a similar CoC then blur pass to what you are doing then he uses point sprites to get a lens iris shape bokeh. The sprites are only rendered on points above a certain brightness threshold which seems to give a decent look without the crazy fillrate of doing every pixel.
https://mynameismjp.wordpress.com/2011/02/28/bokeh/
https://mynameismjp.wordpress.com/2011/04/19/bokeh-ii-the-sequel/