Search found 1034 matches

by Oogst
Fri Aug 04, 2017 5:33 pm
Forum: Help
Topic: Case sensitivity causes loading same texture twice
Replies: 2
Views: 254

Re: Case sensitivity causes loading same texture twice

Thanks for clearing up how it's intended in Ogre! :) ... anyway with 1.10 Ogre case insensitivity is deprecated: https://github.com/OGRECave/ogre/blob/master/Docs/1.10-Notes.md#resourcemanager-strict-mode besides performance, the idea is that Ogre should promote cross-platform compatibility. I guess...
by Oogst
Fri Aug 04, 2017 1:49 pm
Forum: Help
Topic: Case sensitivity causes loading same texture twice
Replies: 2
Views: 254

Case sensitivity causes loading same texture twice

I've noticed that if I set the same texture twice but with different casing, then the texture will be loaded twice. Or at least the loading time will happen twice. So if I do this, I get loading time twice: textureUnitStateA->setTextureName("Banana.tga"); textureUnitStateB->setTextureName("banana.tg...
by Oogst
Thu Aug 03, 2017 2:43 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Finishing the game for release includes a lot of stuff outside the actual game that I still need to do, like an installer, loading screens, microphone calibration menu and being able to configure controls. That last one is pretty much done now: http://www.proun-game.com/Random/CelloFortressScreensho...
by Oogst
Tue Jul 18, 2017 5:31 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

It's been a while since I was actively working on Cello Fortress, I should really finish it and release it! This week I finally went back to real development so let's hope I can keep up the pace and get it done. Yesterday I added threading to my calibration system so that it works 8x faster (on my C...
by Oogst
Wed Mar 29, 2017 9:49 pm
Forum: Showcase
Topic: Proun - OUT NOW!
Replies: 265
Views: 114289

Re: Proun - OUT NOW!

Are they still showing that? Nice! It's been half a year since I last saw it, really awesome. Also seen it on another station, I think Den Bosch. :D
by Oogst
Sun Sep 18, 2016 4:31 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Working on the Cello Fortress level art again! Slowly approaching the end of the level, this is an in-game screenshot. :)

Two giant cellos: when one just isn't enough.

Image
by Oogst
Tue May 31, 2016 6:45 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

This is very beautiful project! Have you implemented lightmap system to Ogre for this project by our own? I am very interested in to implement indirect lighting in some form to our project also. I have a problem because our game is randomly constucted from modules so lighting calculation should be ...
by Oogst
Fri Apr 08, 2016 10:33 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

The next part of the level still needs a lot of work and is still full of gaps, but it's slowly going in the right direction. I hope to finish it this weekend so that it can be part of my first live gig with the new version of Cello Fortress next week. :) http://www.proun-game.com/Random/Cello%20For...
by Oogst
Sun Apr 03, 2016 5:41 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

The new Cello Fortress actually contains a fortress! :D Here's the entrance, which is intended to feel a bit like a boss fight.

Image

Normal gameplay is zoomed in a bit further, by the way.
by Oogst
Tue Mar 15, 2016 9:47 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

I let my computer spent a whopping 39 hours to calculate 4,608 lightmaps for the tank in Cello Fortress. This atlas contains 1,024 of 'm. I don't think I've ever put my computer on such a big continuous rendering task before!
Tank1_Body_atlas_lightmap.jpg
by Oogst
Sat Mar 12, 2016 5:20 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Another part of the level is nearly finished. The game is quickly becoming more and more complete! :)

[youtube]BfsEINIOD4A[/youtube]
by Oogst
Mon Mar 07, 2016 10:12 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Lightmaps can be fascinatingly beautiful in their own right. :D This is the lighting on the floor, without any of the actual objects on it.

Image
by Oogst
Sat Mar 05, 2016 6:26 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Oh no more mines!

[youtube]k7fNtKsRet0[/youtube]
by Oogst
Tue Mar 01, 2016 11:15 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

The first part of the level is practically finished now, lighting and shapes and everything is there! :D

[youtube]FmggAO72V_k[/youtube]

Now time to move and actually make the rest of the level... :shock:
by Oogst
Sun Feb 28, 2016 12:34 am
Forum: Help
Topic: Decals z-fighting [SOLVED]
Replies: 4
Views: 286

Re: Decals z-fighting

Thanks for the clarification! And thanks for the help, as I've got it working now through your tips! 8) ... depth_bias has always had the problem that it wasn't fully defined by spec. "1" by NVIDIA does not necessarily mean that same as "1" from AMD. And then there's Intel. And then there's older ca...
by Oogst
Sun Feb 28, 2016 12:30 am
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

... The wood looks so good/believable... The funny thing is: I've been reading up on the details of PBR recently and I'm not using anything of that here. This is just baked lightmaps and a diffuse texture texture and that's it. I guess in the end my wood is not realistic, but stylised in a convinci...
by Oogst
Sat Feb 27, 2016 9:53 pm
Forum: Help
Topic: Decals z-fighting [SOLVED]
Replies: 4
Views: 286

Re: Decals z-fighting

Doesn't Ogre automatically render objects that are set to " transparent_sorting force " last? If so, why would setting the renderQueueID help? Also, it seems like " depth_bias 1 " is a very high value or something like that: if I zoom out, objects are still rendered correctly, no Z-fighting at all, ...
by Oogst
Sat Feb 27, 2016 9:25 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

I kneel and offer you, my cello on a wing.

Image

(This is a screenshot of the not-finished-yet starting area of the level.)
by Oogst
Sat Feb 27, 2016 12:36 pm
Forum: Help
Topic: Decals z-fighting [SOLVED]
Replies: 4
Views: 286

Decals z-fighting [SOLVED]

Shadows on the ground in my game Cello Fortress are simply planes with a texture. This means I want to put those shadowplanes at the same height as the ground itself, like a decal. However, my shadowplanes partially disappear under certain angles or when I come too close. I figured the only thing re...
by Oogst
Sat Feb 20, 2016 10:53 am
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

It's purely a local multiplayer game: you need one musician and 1 to 4 controller/keyboard players. It will be playable by most instruments, although I haven't tested which work well and which don't. I expect even voice can control the game! :D The game's main purpose is for live performances, where...
by Oogst
Fri Feb 19, 2016 9:42 pm
Forum: Showcase
Topic: Cello Fortress
Replies: 87
Views: 29490

Re: Cello Fortress

Here's a development video of explosions and other stop motion animations in Cello Fortress, including near the end the explosion I showed above. All of these are hand-animated in 3D to look like someone made wooden stop motion explosions. [youtube]s4hfK00maDI[/youtube] The music is "Lament", writte...
by Oogst
Wed Feb 17, 2016 11:53 pm
Forum: General Discussion
Topic: Ogre3D Based Game Sales
Replies: 119
Views: 18039

Re: Ogre3D Based Game Sales

... Was any of your other commercial games built on Ogre? ... Cello Fortress and Snowball Earth are. Cello Fortress is not finished yet (almost) and Snowball Earth was cancelled years ago, but you can download the prototype we made in Ogre here . The other games I've worked on (Swords & Soldiers, A...
by Oogst
Tue Feb 16, 2016 10:57 pm
Forum: General Discussion
Topic: New website
Replies: 60
Views: 3795

Re: New website

How do I add a testimonial? Should I post it here or mail it or something like that?
by Oogst
Tue Feb 16, 2016 10:56 pm
Forum: General Discussion
Topic: Vulkan
Replies: 21
Views: 5553

Re: Vulkan

xrgo wrote:I have faith in valve/steamOS, if they made the right moves we will soon get more linux gaming ...
Less than 1% of all Steam users play on Linux (source). SteamOS is still relatively new so this might change, but so far it isn't making much of a dent yet.
by Oogst
Tue Feb 16, 2016 10:34 pm
Forum: General Discussion
Topic: Vulkan
Replies: 21
Views: 5553

Re: Vulkan

Really curious to see how good driver and platform support for Vulkan will truly be. Support for OpenGL is currently so bad that doing a PC game OpenGL-only is begging for support problems: we ended up adding a DirectX renderer to the Awesomenauts engine just because of all the crappy OpenGL drivers...