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  • frankiezafe 18:25 on 2017-03-05 Permalink | Reply
    Tags: , , graphics   

    A bit of sight seeing:

    Inside buidling:

    super low resolution far buidlings:

    Orange atmosphere (bg + fog + texture color adapted):

  • frankiezafe 22:42 on 2017-03-03 Permalink | Reply
    Tags: clipping, , , graphics, navigation   

    End of the week video. with a navigation through 2 isles, generated with different configuration:

    • first one have thin and spaced towers;
    • second one have fatty towers.

    The clipping is clashy, and i think i’ll leave it like that.

    • FdeCd 23:03 on 2017-03-04 Permalink | Reply


      • frankiezafe 11:21 on 2017-03-05 Permalink | Reply

        merci – je suis en train de faire des recherches sur la génération de réseaux routiers: passionnant 🙂

  • frankiezafe 14:04 on 2017-03-03 Permalink | Reply
    Tags: , graphics,   

    Buildings generation is on its way.

    A texture controlling the border of the building has been tuned via a python script. Based on a source image:

    the script generate this:

    The brightness is changing gradually and is controlled by the source image pixels. This avoids the basic gradient.

  • frankiezafe 16:15 on 2017-02-28 Permalink | Reply
    Tags: , , , , graphics   

    It’s holidays in schools this week in belgium, a good occasion for me to pull out of the grave an old project: disrupted cities.

    4 years ago, the scenes have been generated within blender: city maps, meshes and uvs. I was certain it wouldn’t be too hard to port in real-time, and that’s what i’ve started this morning! The planes are generated at runtime inside the engine, the uvs also, and after a rather long loading, everything runs nice and smooth (see the 2 screenshots above). A huge batch of highres textures, scans of a monotype, are necessary for the visual quality of the rendering.

    The background is not full white, leaving some room for bright events.

    The whole project is about wandering in an abstract city.

    As it is holidays for students, i’ll spend mine working on this, thanks to the devs made since the beginning of the year.

    • xuv 17:54 on 2017-02-28 Permalink | Reply

      Nice. Though RT? WTF? Isn’t it PE? Maybe TMA.

    • frankiezafe 19:11 on 2017-02-28 Permalink | Reply

      Video is rendered with blender, but it will be done in real-time with polymorph engine in several days!!! 🙂 – currently generating the levels of the towers.

  • frankiezafe 22:03 on 2017-01-22 Permalink | Reply
    Tags: , , graphics, , RTT   

    Currently working on PCamera class (a class to manage … camera!). The new samples/0.1/example.cam shows how to create one and render it onto a texture.

    In these images, the pink texture on the cube is the rendering of the camera rotating in the center of the scene, the tall pink cone. It is very ogry to send the camera to the texture:

    RenderTexture * rt = texture->getBuffer( )->getRenderTarget( );
    custom_wp = compositorMgr->addWorkspace( sceneMgr, rt, custom_cam.getOgreCam( ), cwName, true );
    custom_mat->getTechnique( 0 )->getPass( 0 )->createTextureUnitState( )->setTexture( texture );

    There should be a way to make this a bit more handy, I’ll look into it sooner.

  • frankiezafe 17:33 on 2017-01-12 Permalink | Reply
    Tags: , , graphics, , ,   


    Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!).

    Image of the model in the 3d additivism cookbook:


    First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and link it to an armature, in blender, obviously. Note that the armature is displayed using Envelope. I never use it to work, but i find it lovely for screenshots.



    The skinning was tricky, due to the mesh mess. There are no arms for instance.

    After the export and conversion via OgreXMLconverter, the model has been easily imported in the engine.

    A lot of fine-tuning has been done on the material, to display solid and wireframe + having a light emission of the wireframe pass in the shadows.

    Here is the material definition:

    pass sophiekhan-mat
    	ambient 0.8 0.8 0.8 1.0
    	diffuse 0.8 0.8 0.8 1.0
    	specular 0.02 0.05 0.05 1.0 0.1
    	emissive 0.0 0.0 0.0 1.0
    	alpha_to_coverage off
    	colour_write on
    	cull_hardware clockwise
    	depth_check on
    	depth_func less_equal
    	depth_write on
    	light_clip_planes off
    	light_scissor off
    	lighting on
    	normalise_normals off
    	polygon_mode solid
    	scene_blend one zero
    	scene_blend_op add
    	shading gouraud
    	transparent_sorting on
    pass sophiekhan-wf
    	ambient 0.0 0.0 0.0 1.0
    	diffuse 0.85 0.7 0.75 1.0
    	specular 0.5 0.5 0.5 1.0 30.2
    	emissive 0.31 0.26 0.2 1.0
    	polygon_mode wireframe
    	transparent_sorting on

    Other screenshots:



  • frankiezafe 19:24 on 2017-01-11 Permalink | Reply
    Tags: , , glitch, graphics, , , ,   





















    Cool day today: the creation of the example.glitch was quite fun.
    The example demonstrate a bit more extensively the usage of the ogre’s compositor (see here) and the interaction with shaders.

    If you test the example, ckeck CustomApp::createCompositor: you’ll find comments about how to interact with the shader’suniform.

    The superb model in this scene is gearthing4 by shivinteger, distributed by #additivism.

    • xuv 00:57 on 2017-01-12 Permalink | Reply

      Wow. Looks awesome. Indeed, add some sound and it’s a finished piece. 🙂

  • Louise 21:46 on 2016-09-21 Permalink | Reply
    Tags: , , game design, graphics,   


    Tuning Scores’s visuals are slowly progressing…
    We have made some new objects with several layers of textures and a floating toolbar!
    In the projet, users can make “calls” to the space. These calls are a way to invite the other users to do something – these calls can be triggered via icons. To avoid the “overlay” effect, we placed the icons in the 3d space. Therefore, they have the same status as the other objects in the playground.


  • Louise 17:56 on 2016-09-17 Permalink | Reply
    Tags: , , graphics   

    First sketches of a new project.

    We are starting a new project called TUNING SCORES, in collaboration with Contredanse and based on the work of the choreographer Lisa Nelson, who developed with a group of dancers, an improvisation technique using both movement and verbal calls.

    TUNING SCORES is an intriguing way to investigate fundamental elements of performance, movement behavior, and communication, altogether. Through these, we communicate our desires, our imagination, and our memory, in a shared image space.

    We will turn these improvisation tools into a “video game”!

    These are the first sketches..


  • frankiezafe 17:49 on 2016-08-30 Permalink | Reply
    Tags: , , graphics,   

    Puzzle research for peel.

    In the process of searching a “why” 1, the idea of a messed up structure to reconstruct arose. As the other concepts in the game, it’s easy to understand visually, a bit more hard to describe programmatically. Indeed, once several segments will be connected, rotations will be constrained, and hierarchy tree (3d objects parenting) has to be rebuild.

    In these images, the player starts in the left state, and after rotating and connecting all the parts, he/she ends up in the right state. The images show something looking like a level, but i’m planning to add dynamically the next segments to generate the sensation of an endless puzzle.

    The puzzle starts at the bottom.



    Axis of liberty: each start joint (in fuschia) has 1 degree of freedom.


    Note: cluster (orange wireframe cubes) must be attached to connector or gap (for the 2 first ). Each cluster knows wich joints are presents in it. If a segment moves, the joints move with it, and potentially reach the next cluster.

    By building a slightly more complex structure and trying out joint rotation with connected segments, collision issues starts to show up!


    First try could be solved by shortenning a bit the segments:


    But these issues can not be quickly fixed:




    Enabling and disabling liberties is a crucial point in game mechanics, and will not be easy to calculate… At least, i don’t have the solution popping out right now.

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