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  • frankiezafe 11:44 on 2016-08-18 Permalink | Reply
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    first pages of polymorph engine’s wiki starts to be ok: https://bitbucket.org/frankiezafe/polymorph-engine/wiki/Home

  • frankiezafe 09:34 on 2016-08-18 Permalink | Reply
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    Starting installation of #bullet in ogre.

    First step is to install bullet, and the example browser is very promising.

    Bullet Physics ExampleBrowser using OpenGL3+. Release build_673


  • frankiezafe 16:44 on 2016-08-16 Permalink | Reply
    Tags: , , , reverb,   

    Playing with reverb, linked to camera position.

    For peel, the reverb should increase a sensation of emptiness, and rotations around the tube will make the sound vary. Later this week, Daniel will make investigate this topics.

    patch-network.pd  - -home-frankiezafe-projects-peel-work_cpp-assets-pd_672

    PURE DATA: 33 Reverb and Delay on youtube

    By the way, the new way of puredata to manage addons via deken is great, even if searching is tricky until you know exactly the object’s name you are searching for.

    About freeverb~

  • frankiezafe 15:07 on 2016-08-16 Permalink | Reply
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    Quick & dirty OSC in ogre.

    Thanks to the great library of Ross Bencina, OSC can now be used in Ogre. It has to be turned into a lib, clearly, but I need to remove tasks from todo list.

    To use it, got to polymorph-engine and copy the folder example.2.0/app/osc/.
    It contains the oscpack library and a sender wrapper for Ogre. Receiver will come very soon.

  • frankiezafe 16:16 on 2016-08-15 Permalink | Reply
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    Game logic on its way: tube is closing correctly, only when top and bottom are aligned. No time to make a video today, so i post a serie of 3 pictures showing the connection animation, programmatically validated.




    For those who like schema, here is , in a very abstract form, the relations between objects.


  • frankiezafe 16:47 on 2016-08-13 Permalink | Reply
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    First video for peel in #ogre3d!

    All interactions goes via a cross allowing 4 actions.

    • If the player press the top half of the screen, he/she manipulates the top part of the tube.
    • If the player press the bottom half of the screen, he/she manipulates the camera.

    peel – game, first touch and feel from frankie zafe on Vimeo.

    UVs and shading will be solved soon.

    • xuv 18:37 on 2016-08-13 Permalink | Reply

      Nice. I see a little inconsistency in the UI though. The left and right arrow rotate the corresponding cube whether the cursor is in upper or lower half of the screen. While the up and down arrow manipulate the camera. It could be confusing. Maybe a different icon for up and down would make it clearer.

      • frankiezafe 11:42 on 2016-08-14 Permalink | Reply

        On the top, the bottom arrow will move the top part down to close the tube. The top arrow would be used to “bend” the tube and see top and bottom part at once. These 2 actions are not implemented yet…
        On the left and right arrows, there’s a difference between top and bottom:

        • bottom: free rotation
        • top: 90 degrees steps

        So, especially on the top part, top and bottom arrows will have very different behaviour then on the bottom. You were thinking about a completly different icon or an adaptation?
        Top bottom arrow with an extra triangle on the bottom for instance?
        I’d like to keep this as simpl as possible.

        I’m also not sure on how to navigate along the tube. For instance, once the puzzle solved, how to indicate to the player that he/she can go up?
        Remap of the top arrow?

        • xuv 02:52 on 2016-08-15 Permalink | Reply

          Ok. The textual description is a little too complicated for me to understand. I guess I’ll see it. You’re on the right track. 🙂

  • frankiezafe 11:47 on 2016-08-13 Permalink | Reply
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    Glitches in #ogre3d.

    By disabling the clean up pass in the compositor, nice results begin to show up! Note that the UI is not accumulated (the white cross for instance).


  • frankiezafe 11:40 on 2016-08-13 Permalink | Reply
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    Starting to feel the love!
    As explained yesterday by @xuv, #ogre3d learning curve is stiff. This morning, i started to customise the compositor. The idea is to be able to change the background color of only one part of the screen.

    To do so, i just added one node in the compsitor workspace, before the “3d render” node, that do the cleaning and draw a simple quad. This simple quad uses a shader (via a material, ok it seems to be long) that uses 3 colors variables and 2 multipliers variables.

    The shader itself is simplistic:

    vec4 col = texture2D( tex, uv0 );

    if ( uv0.y <= 0.5 ) { col = mix( bg_color, top_color, top_mult ); } else { col = mix( bg_color, bottom_color, bottom_mult ); } fragColour = col;


  • xuv 23:19 on 2016-08-12 Permalink | Reply
    Tags: compositing, , ,   

    Polymorph weekly news #5 

    As soon as we started video-chatting, @frankiezafe showed me this graph, which could possibly be represented by the equation f(x) = sin(10*x)*exp(-x)+1.

    Learning curve

    That, he said, is the plot of my feelings of satisfaction and achievement with Ogre over time. It’s going from “super awesome” to “total discouragement” and back again, although as you can see the curve is slowly flattening and staying on the upper side of things. François is used to a learning curve when he gets interested in a new technology. And certainly, with open source software, you sometimes have to put extra work at the start to get yourself going. But he said he never hit such walls as with Ogre and at the same time felt so empowered as he was overcoming the difficulties. Definitely he said, at the end of the conversation, Ogre will be a tool he’ll be using for a lot of things from now on. “It’s so powerful”.

    So what has been cooking at Polymorph for the past week?

    Well, François is still completing his Exemple 2.0 which gathers in a neat fashion all the stuff he’s been learning so far. A kind of a reference project and a test bed for compilation. He also started developing PEEL using Ogre. At first he thought he was going to do some mesh generation on-the-fly in the engine itself, since the elements of PEEL have such simple geometries. But that did not work as expected in Ogre. The complexity necessary to generate meshes is far more demanding in Ogre than in Openframeworks for example. It’s not impossible, but somehow it’s an overkill and François wanted to get going with the game. So he opted for a quick modeling session in Blender using armatures and exported for Ogre.

    And that brought a new challenge: shadows. Shadows in Ogre 2.0 are not activated by a simple switch (like in 1.9). They are now a complex set of parameters and passes that need to be taken care off in Ogre Compositor. This, although pushing back a little in terms of easiness, gives enormous power to the developer and game designer on how, what and when he wants shadows to be handled in the game. So it requires that you know what you’re doing. It requires understanding the whole rendering process and the multiple passes Ogre goes through to render a frame. There is also need to take into account the multiple versions of OpenGL, GLES and other shading languages found on the different platforms the game might be running.

    Again, the Ogre Compositor is complex but extremely powerful. Possibly more powerful than the node editor of Blender, he says. Each node in itself can have its series of own sub-processes and passes, etc. A true compositing system optimized for realtime rendering. A game like Memory of a Broken Dimension, which François is a huge fan of, would make sense to be developed using Ogre and its compositor.

    We then discussed on the advantages of open source over proprietary software. Even if open source software can be hard sometimes, you know so much afterwards that the journey is worth it. François has been using Unity3D for a while and although it’s supposed to be a fast and easy application to develop games. He enjoys Ogre better now, because at least, he knows how things are working. The problem with proprietary software is that there is this layer that is supposed to make things easier by hiding all the complexity, but it’s actually hiding its internal mechanism, which, as a user, you can not act upon, or even slightly understand or master. With libre/open source software, it’s totally the opposite, you have all the blocks you need. Sure, you have to know how they work. But then the possibilities are endless.

    Conversation drifted to capitalism, DIY, and mass market. Ho, by the way, François is looking into posting PEEL on Steam. If you have any experience with that, he’d be happy to talk to you.

    • frankiezafe 10:20 on 2016-08-13 Permalink | Reply

      Excellent that you wrote the statisfaction curve of #libre! But it’s a pity it ends up around 1… I prefer this function: sin(10*(x-2.2))*exp(-(x-2.2))%2B(1*exp(x-2)).
      After a good amount of time, you get back to feeling of the beginning, and even more 🙂

      • xuv 18:38 on 2016-08-13 Permalink | Reply

        Indeed. Your graph is better. Though that’s not what you showed me during our chat 😉
        And I’m not 100% about the exponential satisfaction when you’ve mastered the tool. 😉

  • frankiezafe 18:08 on 2016-08-10 Permalink | Reply
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    Time to dig into the hardware skinning, and shadow casting…

    Sides of the elevated cube are not black, texture wise, but the engine didn’t received any information about the need for an update. Therefore, using a shader for the shadow is mandatory.


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