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by Ron Kapaun · 07/12/2013 (12:48 pm) · 24 comments
THIS BLOG IS REMOVED BY THE AUTHOR. THANK YOU FOR VIEWING, SHARING AND DEBATING GAMES AND GAME DEVELOPMENT FOR NEARLY A DECADE. THANK YOU FOR YOUR TIME AND EFFORT OVER THE YEARS. I SEND YOU ALL A MESSAGE OF HOPE THAT EVERYTHING YOU WISH TO ACCOMPLISH WILL COME TO PASS. I TRULY DO. GOOD LUCK, GOD SPEED AND MAY THE BUGS BE EASY TO HUNT, TRACK AND ELIMINATE. I WISH YOU ALL THE BEST OF LUCK. MAY ALL OF YOU ENJOY SUCCESS AND TRULY ENJOY GAME DEVELOPMENT FOR AS LONG AND AS FAR AS YOUR DREAMS, HOPES AND SKILLS CAN CARRY YOU.
RON
RON
About the author
Guy that has been with Torque Game Engines since... well, since here was a Torque Game Engine. (V12 and beyond).
#2
Great stuff, Ron.
Reminds me of compiling lightmaps for CoD custom levels ... or using any sort of lightmapping actually. I bake in AO to a lot of my models in Blender and go make a nice cuppa tea whilst it grunts and groans.
07/12/2013 (2:04 pm)
Blimey, it's science Jim but not as we know it!Great stuff, Ron.
Quote:
press 'calculate' and go to bed... you might have a solution when you wake up
Reminds me of compiling lightmaps for CoD custom levels ... or using any sort of lightmapping actually. I bake in AO to a lot of my models in Blender and go make a nice cuppa tea whilst it grunts and groans.
#3
07/12/2013 (2:12 pm)
That's awesome. Ron, you're awesome. Keep up the good work.
#5
07/12/2013 (5:40 pm)
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#6
What is the fps with no SSDO?
I agree get your business up and steaming along so we can buy packs and get great things like this in MIT releases :-).
07/13/2013 (4:42 am)
Wow that cave is a great result with one spot light :-).What is the fps with no SSDO?
I agree get your business up and steaming along so we can buy packs and get great things like this in MIT releases :-).
#7
Yeah, I distinctly remember saying that I'd never need to know anything about 3D vector math ... :S
07/13/2013 (4:56 am)
I should have listened when all my teachers and my parents said 'math is important'.
Yeah, I distinctly remember saying that I'd never need to know anything about 3D vector math ... :S
#8
07/13/2013 (5:26 am)
But I remember they also said something like "computergames are not important", so we maybe can call this a tie.
#9
When you mention a 'halo' do you mean an area around the character that is _not_ affected by the postfx ? SSAO used to do that back in the early T3D releases, im not sure when(if) it got fixed, i just remember noticing it back when we were making the building packs. Might be a place to start looking to see how it was resolved, if it was fixed lol, i havent noticed it for a long time though.
07/13/2013 (9:00 am)
Hey Ron,When you mention a 'halo' do you mean an area around the character that is _not_ affected by the postfx ? SSAO used to do that back in the early T3D releases, im not sure when(if) it got fixed, i just remember noticing it back when we were making the building packs. Might be a place to start looking to see how it was resolved, if it was fixed lol, i havent noticed it for a long time though.
#10
07/13/2013 (11:12 am)
Very nice cave Ron, when can we expect that pack?
#11
Indirect lightning is one of the things I am most psyched about with UE4!
It's so awesome!
I realise you may not have aimed for this, and it may not be completely what you are doing but do you think this could be tweaked to match this quality?
Great job! I'd love to have this!
07/13/2013 (2:33 pm)
RON! I NEED THIS!Indirect lightning is one of the things I am most psyched about with UE4!
It's so awesome!
I realise you may not have aimed for this, and it may not be completely what you are doing but do you think this could be tweaked to match this quality?
Great job! I'd love to have this!
#12
07/13/2013 (3:20 pm)
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#13
That said, that technique is going to be way more expensive than a single-bounce screen-space effect. So you're basically trading resources for accuracy one way or the other ;)
That, and you could fake the realtime specular using screen-space planar reflections to get the rest of the general effect and it'd still likely be cheaper than the UE4(again, if less accurate).
In either case, I'm stoked about this. Speaking of various fancy effects, any updates on the projected cloud shadows stuff? ;)
07/13/2013 (3:53 pm)
Well, I can't attest to knowing exactly how your shader operates, but my understanding of UE4's implementation of indirect lighting comes from Sparse Octree light propagation(forget the exact implementation name). They use raycasting through an octree in memory to simulate the light bounces more directly. This also allows them to do realtime surface specular reflections in addition to the color bleeding(which happens in the full scene volume, not just screen space) and light propagation.That said, that technique is going to be way more expensive than a single-bounce screen-space effect. So you're basically trading resources for accuracy one way or the other ;)
That, and you could fake the realtime specular using screen-space planar reflections to get the rest of the general effect and it'd still likely be cheaper than the UE4(again, if less accurate).
In either case, I'm stoked about this. Speaking of various fancy effects, any updates on the projected cloud shadows stuff? ;)
#14
07/13/2013 (4:48 pm)
@Jeff I'd happily make the trade in favor of performance. The color bleeding is what means most to me.
#15
With regards to your FPS project: want company?
+1
07/13/2013 (6:41 pm)
Ron, awesome that you're working on this. Radiosity would take T3D to an entirely different level within the industry. Torque is already my preferred renderer when it comes to advanced lighting, but the lack of a GI solution with radiosity has stifled it somewhat. With regards to your FPS project: want company?
Quote:"But I remember they also said something like "computergames are not important", so we maybe can call this a tie."
+1
#16
May I say, I would be willing to pay for such a feature, and I am sure
many others would too (say $50 - $100).
I was thinking a possible business model to use here, might be to have the package a pay for / supported product for maybe 12 - 18 months, then release it under MIT ?
That way you an make money from your hard work, but still be "open" with the final efforts ? .. just an idea :)
Also, I would be very willing to pay for a good Rift & Hydra combo package ;)
Cheers,
Hewster
Oh, re computer teachers... back in the early eighties when I was a young teen, my computer teacher would allow no games on the computers, unless you had written it yourself, or were testing for a fellow class mate.. this doctrine worked very well, and got many of us creating space invader clones :D
07/13/2013 (7:35 pm)
Would love this Ron :)May I say, I would be willing to pay for such a feature, and I am sure
many others would too (say $50 - $100).
I was thinking a possible business model to use here, might be to have the package a pay for / supported product for maybe 12 - 18 months, then release it under MIT ?
That way you an make money from your hard work, but still be "open" with the final efforts ? .. just an idea :)
Also, I would be very willing to pay for a good Rift & Hydra combo package ;)
Cheers,
Hewster
Oh, re computer teachers... back in the early eighties when I was a young teen, my computer teacher would allow no games on the computers, unless you had written it yourself, or were testing for a fellow class mate.. this doctrine worked very well, and got many of us creating space invader clones :D
#17
07/13/2013 (7:41 pm)
This look very promising, certainly a must have :) Thanks for the update @Ron!
#18
I would love this to be the go-to method for bigger expansions to T3D, the creator gets some funding for the project and the community gets a great improvement to the engine!
And if it goes wrong the project can either be released for free or as a product that can be bought ;)
07/14/2013 (6:00 am)
@Hewster and Ron it could be a community buyout like Jeff Raab is doing.I would love this to be the go-to method for bigger expansions to T3D, the creator gets some funding for the project and the community gets a great improvement to the engine!
And if it goes wrong the project can either be released for free or as a product that can be bought ;)
#19
07/15/2013 (9:13 pm)
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#20
07/16/2013 (1:30 pm)
Looks great Ron. Count me in for a sale. 
Duion
I also already tried to use the SSAO for this effect, but the results were not very good, since you had to design a little around it, because some things work good with it and some don't and some even cause errors like flickering.
@Ron
I think donating features like this is far more useful than making free art packs, so I think you should focus more on getting your business running to be able to donate features like this to the community.