Psycho information 486 glöps
- general:
- level: user
- personal:
- first name: Henrik
- last name: Münther
- portals:
- demozoo: profile
- cdcs:
- cdc #1: Tint by The Black Lotus [web]
- cdc #2: Iconoclast by Andromeda Software Development [web]
- cdc #3: Stargazer by Orb [web] & Andromeda [web]
- 4k invitation Windows Traskogen by Loonies [web]
- Updated the archieve with proper sync (for the fast machines), directx11 messagebox ;) and a 1280x960 version. And a new youtube with the right sync
- isokadded on the 2011-07-20 17:08:17
- 4k invitation Windows Traskogen by Loonies [web]
- noby: no, we didn't spend bytes on a nice messagebox saying "sorry, but you need a directx 11 graphics card to run this invitation" ;)
psionice: guess it would have been hard to fit comparable ao quality (I'm no fan of ssao) and the particles with a graphics pipeline, polygon based, std font, approach. The font (+textwriter) and the render optimization (including the need for "GroupMemoryBarrierWithGroupSync()" etc) takes quite some space, but still.. for the same render fidelity..
v3nom: strange, works fine on my 6870, maybe try upgrading drivers.
But I can see I have to adjust the snare sync, it's only right on the slower laptop. - isokadded on the 2011-07-18 11:12:03
- 4k invitation Windows Traskogen by Loonies [web]
- Yeah, I know a video is needed (being dx11 only) and it's already framerendered, but uploading from the solskogen connection is simply not realistic. Hopefully up tomorrow when I get home.
- isokadded on the 2011-07-17 00:29:20
- 4k procedural graphics Windows Marching Embryos by Dark CodeX Crew [web]
- btw, you can use GSA if you at least want to ensure it compiles outside "nvidia-glsl": http://developer.amd.com/tools/shader/Pages/default.aspx#download
- isokadded on the 2011-05-28 11:35:29
- 4k procedural graphics Windows Marching Embryos by Dark CodeX Crew [web]
- digitalerr0r: Nope, 'half' is not part of glsl either.
- isokadded on the 2011-05-28 11:33:07
- 4k Windows Michigan by Loonies [web]
- neptun: strange.. Works fine on my W764/v270/GTX460 work machine - maybe you don't have the requested resolution.
I just updated the archive so the dx11 versions are less dirty (found some space) and the dx10 versions now have the full 1 mil. particles (kept one of the old 512k versions for slow machines) - it's actually faster than the dx11 version on my 6870. - isokadded on the 2011-05-02 23:51:26
- 4k Windows Whispers by Cocoon [web] & The Planet Of Leather Moomins [web]
- yeah, 88 is mostly enough, except for the tunnel part. Guess that should be part of the slow'n'niece version. At 88 it goes 15-22 fps here on 6870.
I doubt that ugly defined (but indeed 1k/4k useable because of that) EXT extension will ever make it outside nvidia, and btw, with 4052 bytes it's not needed ;)
pow is pow(gentype, gentype), so I think it's correct that they have to be same dimension. - isokadded on the 2011-04-30 22:58:04
- 4k Windows Whispers by Cocoon [web] & The Planet Of Leather Moomins [web]
- Not quite final when being nvidia only due to glsl errors... (and 4k version just crashes straight away)
gShaderReplacer fix: (can't raise a vec2 with a float)
Code:<Application Name="whispers_final.exe" Name0="whispers_final_FullResSlow.exe"> <StringReplacer Src="(n,g)),w)" Dst="(n,g)),vec2(w))"/> </Application>
But nice 'bulb, seems like some z block optimization (haven't digged into the minified shader), but still it should be able to render the edgers correctly (especially when not 4k..) - isokadded on the 2011-04-30 21:51:17
- 4k Windows Michigan by Loonies [web]
- Have to say that our early fluids thoughts was grid based with more traditional raymarched rendering, and didn't really seemed feasible size wise (for something sufficiently interesting..) and we more or less dropped the idea, and was back to scratch in trying to find something NEW for 4k instead of just raymarching like everyone else...
Breakthrough was when Maytz sometimes in february proposed something less physical, but particle based like Agenda, and I read up on smash's blog piece, noticed the screen space spawning in particular, and got the main idea of using distance functions for spawning/shading/affecting.
I think Maytz is half a day off, but it went from a bunch of scenes to something resembling an intro during thursday, and when leaving EG for the awards on friday I had a complete intro that could use some minor tuning but was fully deliverable and below 4k (and without much chance of finding space to add more). That was a great feeling, and no need to code at the afterparty either :)
For a more technical engine description I wrote this post on beyond3d - isokadded on the 2011-04-28 01:27:11
- demo Windows We Crave Sustenance by PlayPsyCo [web]
- Was nice in the compo (thought it was supposed to be a 6970 there though..), but NVGL only => no thumb.
- isokadded on the 2011-04-27 18:27:43
account created on the 2002-04-03 23:10:20
