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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

      cool!

      • 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, , ,   

    screenshot01122017_171204940

    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:

    rhino

    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.

    rhino-screenshot-002

    rhino-screenshot-001

    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
    	illumination_stage 
    	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:

    screenshot01122017_171414743

    screenshot01122017_171208673

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

    screenshot01112017_142211314

    screenshot01112017_142217797

    screenshot01112017_142624367

    screenshot01112017_150924058

    screenshot01112017_150940710

    screenshot01112017_150945944

    screenshot01112017_155054726

    screenshot01112017_155102542

    screenshot01112017_160911261

    screenshot01112017_160926611

    screenshot01112017_161703380

    screenshot01112017_161732695

    screenshot01112017_161750328

    screenshot01112017_161757179

    screenshot01112017_161810645

    screenshot01112017_170923978

    screenshot01112017_171052215

    screenshot01112017_171406017

    screenshot01112017_172418511

    screenshot01112017_185234271

    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 

    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.

    rendu_object_21sept4

     
  • 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..

    test-20160914
    untitled

     
  • 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.

    overall-structure-20160930-002

    overall-structure-20160930-001

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

    overall-structure-20160930-liberties-001

    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!

    overall-structure-20160930-liberties-002-text

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

    overall-structure-20160930-liberties-003

    But these issues can not be quickly fixed:

    overall-structure-20160930-liberties-004

    overall-structure-20160930-liberties-005

    overall-structure-20160930-liberties-006

    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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