Normal Mapping
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Re: Normal Mapping
The idea is to build or load the models and worlds, set up properties and just call the render function instead of a library like GL or anything like that.
Re: Normal Mapping
Man, this is amazing! Every single part of it is in your code, no tricks and it flies on my very average computer with a simple onboard video chipset. I wish I were as comfortable with this way of coding. This is art, mate! :)
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Re: Normal Mapping
This worked for you on linux?xlucas wrote:Man, this is amazing! Every single part of it is in your code, no tricks and it flies on my very average computer with a simple onboard video chipset. I wish I were as comfortable with this way of coding. This is art, mate! :)
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Re: Normal Mapping
Yes, as impressive as these demos can be they don't offer anything of practical use to those with lesser programming and math know how who would like to do some 3d stuff in pure FB.vdecampo wrote:Can any of these functions be generalized into a software rendering library of sorts? This is very nice work.-Vince
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Re: Normal Mapping
Yep. Didn't have to make any change. Just compiled the code directly and it ran smoothly. I have an average (or lower-end) computer. AMD Athlon II... only 2G RAM... no graphics card other than built in.
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Re: Normal Mapping
VERY cool indeed, how many triangles are being rendered....?? Very interesting lighting effect indeed.
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Re: Normal Mapping
Me neither, no graphics card and absolutely fluid and shiny. Nice work really.xlucas wrote:Yep. Didn't have to make any change. Just compiled the code directly and it ran smoothly. I have an average (or lower-end) computer. AMD Athlon II... only 2G RAM... no graphics card other than built in.
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Re: Normal Mapping
If you un-rem line 976 (I think)thesanman112 wrote:VERY cool indeed, how many triangles are being rendered....?? Very interesting lighting effect indeed.
movd mm0,[argb] 'triangle random colour
It'll show the unshaded triangles with random colours.
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Re: Normal Mapping
Im doing this with the aim of making more than this demo, making it fairly easy to use and build/load objects and worlds and manipulate them to some extent.BasicCoder2 wrote:Yes, as impressive as these demos can be they don't offer anything of practical use to those with lesser programming and math know how who would like to do some 3d stuff in pure FB.vdecampo wrote:Can any of these functions be generalized into a software rendering library of sorts? This is very nice work.-Vince
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Re: Normal Mapping
Its always neat to see others work. So hows the work going for worlds and objects and stuff...??
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Re: Normal Mapping
ive built and worked on the very thing your doing...when it gets interesting is when storing massive or unlimited size worlds that generate on the fly....and record whats being built to HD as you walk or move through it. But truth be told it gets repetitious, I like the ROOMS look, where theres walls and such, dark shaded areas where HORROR lurks!!! like QUAKE...I got the beta release to test. It is all over facebook!! HAHAHA
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Re: Normal Mapping
Haven't ever considered generating on the fly, all been generated in one go in code and done some simple city type environments, mostly repeating grid based buildings and roads to test things though it'd be easy enough to add more variety, just time consuming but since its the code I'm working on I've never bothered too much with the actual content. Done some indoor scenes too with tunnels and rooms. This example of parallax mapping is just something else I want to have when I try to put everything together.
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Re: Normal Mapping
Why we still have wars. A killing fest. So good to have bad guys to fulfill the need most males have to kill. A need honed over millions of years by natural selection.thesanman112 wrote:... like QUAKE...
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Re: Normal Mapping
An obstacle that most wanna be game programmers hit when trying to make a game is the need for quality graphics. What I would find really impressive is a 3d animated entity controllable by a user and usable by a programmer. One which can have its dimensions shaped as you might with Plasticine. All vertebrates have the same set of bones be they a horse or a man so they could be generic to all the entities.Stonemonkey wrote:Im doing this with the aim of making more than this demo, making it fairly easy to use and build/load objects and worlds and manipulate them to some extent.
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Re: Normal Mapping
Sounds like 3d studio....or even roblox studio is getting to that point. I believe the heart of the games comes from scenic views, like eye candy, the environments themselves is whats so appealing, but its truly amazing the art work from environments to animated characters....its just keeps getting better and better.