What are you working on?
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Re: What are you working on?
Jay Dolan wrote:Looks outstanding, Barnes.
little math from Disney)) UE 4 use their paper too
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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Barnes - Posts: 226
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- Location: Russia, Moscow
Re: What are you working on?
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:

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.
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:

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.
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
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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Jay Dolan - Posts: 59
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- Location: Naples, FL
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
@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!
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
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
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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hogsy - Posts: 198
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- Location: UK
Re: What are you working on?
Sorry for my ignorance but, what Decay is?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
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- Location: Italy
Re: What are you working on?
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.
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.
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
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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hogsy - Posts: 198
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- Location: UK
Re: What are you working on?
@jitspoe: do you work in LawBreakers team? That's awesome!
It seems a real fast and fun fps! Gonna try! Really big compliments, I'm jealous!
@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!

A photoshop image created 2 weeks ago in a 6hours sprint and never posted, to anticipate new DOOM arrival
Nothing fancy but I liked it!
@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!

A photoshop image created 2 weeks ago in a 6hours sprint and never posted, to anticipate new DOOM arrival
Nothing fancy but I liked it!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
@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
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
- r00k
- Posts: 1110
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Re: What are you working on?
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.
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.
- c0burn
- Posts: 208
- Joined: Fri Nov 05, 2004 12:48 pm
- Location: Liverpool, England
Re: What are you working on?
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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ceriux - Posts: 2223
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