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Re: What are you working on?

Postby Barnes » Sat Mar 05, 2016 2:16 pm

Jay Dolan wrote:Looks outstanding, Barnes.

little math from Disney)) UE 4 use their paper too :biggrin:
This is not a real BRDF (I did not use real reflection maps (or pre-compute cube map)) but it looks much better than the standard Blinn-Phong.
I use only one new roughness map (procedural)
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Re: What are you working on?

Postby jitspoe » Sun Mar 06, 2016 5:12 am

JDolan: So Objectively doesn't work with the Visual Studio compiler?

I'm torn on what language to use for future projects. I want to make a decent program for "sketching" clean vector art with a tablet, but I can't decide what I want to start with.

I shelled out some cash for Terragen 3, and I'm working on making high resolution skies:

Image

Still getting the hang of it. It's not the speediest program around, so tinkering takes a lot of time. I want to do something with trees next.
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Re: What are you working on?

Postby Jay Dolan » Tue Mar 08, 2016 1:39 pm

jitspoe wrote:JDolan: So Objectively doesn't work with the Visual Studio compiler?


I don't believe it will, no. I'm using a couple relatively modest GNU C extension (but extensions nonetheless):

1. The default macro for method invocation is named `$`, e.g. `$(myArray, addObject, obj);` Use of that symbol name is a GNU C extension.
2. That macro relies on GNU C's variadic argument macro support (i.e. `## __VA_ARGS`).
3. It also relies on GNU C's `typeof` storage type.

Here's the macro in question:
https://github.com/jdolan/Objectively/b ... ass.h#L187

4. I'm also using GCC's atomic integer operations for mutex / only-once operations:
https://github.com/jdolan/Objectively/b ... ely/Once.h

It stinks to have to use extensions, but without them, I don't think I could have given Objectively actual OO semantics. GCC and Clang are both widely supported, and immensely popular, so it seemed like an acceptable compromise.
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Re: What are you working on?

Postby Barnes » Sat Mar 26, 2016 9:03 pm

better sss shader and remove models self shadowing
Image Image Image
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Re: What are you working on?

Postby hogsy » Tue Mar 29, 2016 11:08 pm

https://www.youtube.com/watch?v=bs0W6BKg3_s

Sometimes I like to pretend I'm an airplane...
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Re: What are you working on?

Postby toneddu2000 » Wed Mar 30, 2016 7:49 am

@Barnes: I understand how much work you're putting into your engine but, sorry for that, it's not a visible sss shader, at all! With that blocky low-res model it seems more a super specular shader.
May I suggest you to use a simple box with beveled edges, something like this, with a soft skin-like color, in a dark environment with just one point light behind it? Believe me, that would make your shader look really like sss!

@hogsy: I love how many cool stuff you are adding into Katana engine. This is becoming every day an interesting engine.. I'm always a little skeptical about removing quakec from engine but, I'm very interested in the development!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby hogsy » Wed Mar 30, 2016 8:26 pm

toneddu2000 wrote:@hogsy: I love how many cool stuff you are adding into Katana engine. This is becoming every day an interesting engine.. I'm always a little skeptical about removing quakec from engine but, I'm very interested in the development!


Really glad you think so! To be honest it's always been the plan to replace QuakeC with a more widely used language, which I don't really see the harm in doing. Especially when we don't have the resources to push and develop QuakeC further ourselves. I know people like the minimalism of QuakeC and we do have plans on a replacement other than just having rewritten it all in C/C++, but it's not something we're looking at doing any time soon as there seems to be very little outside interest in using the engine as far as I'm aware.

Also I keep saying "we", keep in mind it's primarily been me working on the engine with some minor help from people in the community here and there. Things might change though now that we have another programmer on the team who can contribute a little more on the side (and has far more experience than myself). We're always looking for more people to contribute though... And we're pretty desperate for some modelling help on Decay right now.
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Re: What are you working on?

Postby toneddu2000 » Wed Mar 30, 2016 8:39 pm

Sorry for my ignorance but, what Decay is?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby jitspoe » Mon Apr 25, 2016 3:37 am

This is not really Quake, but sort of in the spirit. We've put out a new LawBreakers trailer (profanity warning, if anybody cares): https://www.youtube.com/watch?v=-uX9iY-KJQw

Had a bunch of streamers and stuff visit the studio and play. I think this guy did a pretty god job explaining the game here: https://www.youtube.com/watch?v=X6D3ngAIAjc

People were playing at PAX this weekend. Good vibes all around. We're planning to have the game out in early access at some point this year. I'm so hyped! :)

Edit: Fixed wrong copy/pasted link.
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Re: What are you working on?

Postby mankrip » Fri Apr 29, 2016 2:59 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
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Re: What are you working on?

Postby hogsy » Fri Apr 29, 2016 7:50 am

Have been working on exposing Katana's shader pipeline to the materials, so that uniforms are registered and exposed to the material automatically.
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Re: What are you working on?

Postby toneddu2000 » Sat May 07, 2016 7:55 pm

@jitspoe: do you work in LawBreakers team? That's awesome! :biggrin: It seems a real fast and fun fps! Gonna try! Really big compliments, I'm jealous! :razz:

@mankrip: very interesting videos. I'm interested in user made models inverted normals. Are they high poly?

@hogsy: really interested in your material editor. Please upload more videos, I like them a lot! :biggrin:

Image

A photoshop image created 2 weeks ago in a 6hours sprint and never posted, to anticipate new DOOM arrival :biggrin:
Nothing fancy but I liked it! :biggrin:
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Re: What are you working on?

Postby r00k » Sun May 08, 2016 2:50 am

@jitspoe
Wow that game looks great! That's a long way from quake2 paintball (er you did make that painball mod for quake2 right?)
:)

im looking to make a retro 1996 style webpage for my projects; looking through these for inspiration... https://web.archive.org/web/19961220091 ... klink.html

http://www.quakeone.com/qrack
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Re: What are you working on?

Postby c0burn » Fri May 13, 2016 12:21 pm

https://www.youtube.com/watch?v=hOdjijy ... e=youtu.be

Picked up my mod again. Combat is disabled for this vid, but massive improvements have been made in the monsters pathfinding/obstacle navigation code. They will find you. And they will kill you.
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Re: What are you working on?

Postby ceriux » Sat May 14, 2016 4:39 pm

c0burn wrote:https://www.youtube.com/watch?v=hOdjijyWUOw&feature=youtu.be

Picked up my mod again. Combat is disabled for this vid, but massive improvements have been made in the monsters pathfinding/obstacle navigation code. They will find you. And they will kill you.



nice pathfinding are they able to find you though out the entire level just for demonstration purposes? or will you be able to lose them ? maybe leaving them look for you?
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