Search found 56 matches

by quanganht
Thu Jun 03, 2010 5:56 am
Forum: Showcase
Topic: THP Project [video added]
Replies: 36
Views: 9646

Re: THP Project [video added]

This thing seems died already. The author haven't showed up for quite a long time... :?
by quanganht
Thu May 20, 2010 1:11 am
Forum: Lounge / Off-topic
Topic: Why should you implement math function?
Replies: 8
Views: 920

Re: Why should you implement math function?

I forgot to say that i'm not using Ogre :|
And about Boost, yes, it has all the things like vectors, matrices, quarternions...plus lots of others functionalities. I saw an engine ultilized it here http://hieroglyph3.codeplex.com/. And it's a DirectX 11 engine :D
by quanganht
Wed May 19, 2010 4:36 pm
Forum: Lounge / Off-topic
Topic: Why should you implement math function?
Replies: 8
Views: 920

Re: Why should you implement math function?

Ok. I see. Any other idea?
BTW, I'm considering between Boost and D3DX math libs. Which one should I use?
by quanganht
Wed May 19, 2010 4:31 pm
Forum: Lounge / Off-topic
Topic: Why should you implement math function?
Replies: 8
Views: 920

Re: Why should you implement math function?

I mean, all the things is there, for free. Why do people still want to write their own?
by quanganht
Wed May 19, 2010 4:28 pm
Forum: Lounge / Off-topic
Topic: Why should you implement math function?
Replies: 8
Views: 920

Why should you implement math function?

I have an question: Why there are custom math functions and classes in all graphics engines? D3DX provides us fully functional operation for vectors, matrices...even loading textures. Is there any other reason than cross-platform support?
by quanganht
Sat Oct 17, 2009 5:23 pm
Forum: Developer talk
Topic: New lightning model
Replies: 10
Views: 1808

Re: New lightning model

@Sinbad: I have to say that Inferred Lighting is very new, and it's document is confusing. But consider it can easily support MSAA and transparent objects. It also have smaller G-buffer, so the bandwidth requirement can be reduced. @_Tommo_: Then how would you get those shadows? Of course you have t...
by quanganht
Sat Oct 17, 2009 12:43 am
Forum: Developer talk
Topic: New lightning model
Replies: 10
Views: 1808

Re: New lightning model

Yes, this sounds basically like deferred lighting, or as originally coined, light pre-pass rendering. http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html Another post with a new rendering technique called "Inferred lightning". http://diaryofagraphicsprogrammer.blogsp...
by quanganht
Fri Oct 16, 2009 12:33 am
Forum: Developer talk
Topic: New lightning model
Replies: 10
Views: 1808

Re: New lightning model

Really? so I must have missed it. and I'm wondering if there is any real-life implementation exist ?

And about that manual page, it is forward rendering, right ?
by quanganht
Thu Oct 15, 2009 3:20 pm
Forum: Developer talk
Topic: New lightning model
Replies: 10
Views: 1808

Re: New lightning model

I think this is just what a deferred ligthing render is about? :D Really? I don't think so. Normal deferred rendering still need an extra pass for shadowing. My idea is mapping light, not shadow. Instead of applying light to the scene and then apply shadow, this start with a completely unlit scene,...
by quanganht
Thu Oct 15, 2009 2:01 pm
Forum: Developer talk
Topic: New lightning model
Replies: 10
Views: 1808

New lightning model

Hi everybody. It has been quite a long time since my last post on the forums. I just came up with the idea of a new technique for applying light and shadow to a scene. But I'm an amateur in engine developing, so anything in this page might be totally wrong. If it does, feel free to correct it (or de...
by quanganht
Wed May 06, 2009 2:22 am
Forum: Showcase
Topic: THP Project [video added]
Replies: 36
Views: 9646

Re: THP Project [video added]

So owesome! Are u going to publicize the source code ?
by quanganht
Wed Dec 10, 2008 10:23 am
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

Unfortunately, still crash :(

Last time, it crash when it go rendering. This time, it crash even when I attempt to run game.exe !
by quanganht
Wed Dec 03, 2008 3:05 pm
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

Re: 3D rendering of a dynamic environment in gaming scope

* texture shadow too aliasing without editing them Nah. Shadow mapping is the only for you ( for now! :) ) * sun's set/dawn make shadow too stretched because sunlight is too distant, so I think I have to set sunlight don't cast shadow and create another light, more near, that move with sun position...
by quanganht
Wed Dec 03, 2008 9:43 am
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

tdev wrote:seems your graphics card does not support a required shader mode?
What the hell are u talking about? ATI HD 4670 means DirectX 10.1 support !

__EDITED__ : Do u make use of HDR? If u don't, I suggest doing so. Because without HDR, the sun look stupid. And Caelum don't do anything with it.
by quanganht
Wed Dec 03, 2008 2:06 am
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

Both D3D and OpenGl cause the problem. Ogre.log 20:17:50: Creating resource group General 20:17:50: Creating resource group Internal 20:17:50: Creating resource group Autodetect 20:17:50: SceneManagerFactory for type 'DefaultSceneManager' registered. 20:17:50: Registering ResourceManager for type Ma...
by quanganht
Wed Dec 03, 2008 1:03 am
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

ATI 4670 + Catalyst 8.11. Just run the Rush.exe and BOOOOOOM !
by quanganht
Tue Dec 02, 2008 1:57 pm
Forum: Showcase
Topic: 3D rendering of a dynamic environment - UPDATED [23/02/2009]
Replies: 78
Views: 18476

"C++ runtime error" ???
by quanganht
Thu Nov 06, 2008 3:04 pm
Forum: Lounge / Off-topic
Topic: DirectX SDK header
Replies: 0
Views: 515

DirectX SDK header

I have thrown away Dx SDK setup file. Now, I want to get all the Dx SDK header files back, but downloading from Microsoft server is really make me crazy ( 50k/s for over 460 MB file ??? ). So if anyone have headers file, pls upload it for me ? Thanks very much.
by quanganht
Sun Sep 21, 2008 2:45 am
Forum: Showcase
Topic: OARX Level Editor and Game
Replies: 6
Views: 2167

Great! You can put the source code in here, so people can help you guys fix that mess :wink:

EDIT: But it's seems like your GUI is not really good
by quanganht
Fri Sep 19, 2008 2:17 pm
Forum: Using OGRE in practice
Topic: hydrax & water ripples
Replies: 11
Views: 1516

Hydrax 4.0 doesn't even come out yet!
by quanganht
Thu Sep 18, 2008 2:25 pm
Forum: Lounge / Off-topic
Topic: Crysis help
Replies: 6
Views: 1158

Nah, Swiftshader is just for testing because it is too SLOWWWWW. And when using it, there is no need for other things
by quanganht
Thu Sep 18, 2008 2:42 am
Forum: Lounge / Off-topic
Topic: Crysis help
Replies: 6
Views: 1158

With Vista and lastest driver, I can emulate HW TnL, some more feartures that don't available on XP, and faster performance.
by quanganht
Thu Sep 18, 2008 12:54 am
Forum: Lounge / Off-topic
Topic: Crysis help
Replies: 6
Views: 1158

Some time the game run at over 40 fps, with everything on. When I use SwiftShader 2.0, the water is fine. Maybe GMA 950 has some missing features, so that the water doesn't appear. => maybe changing shaders code can get the trick done?
by quanganht
Wed Sep 17, 2008 11:27 am
Forum: Lounge / Off-topic
Topic: Crysis help
Replies: 6
Views: 1158

Crysis help

I'm running Crysis on GMA 950, and I know that it sounds stupid. But everything works fine, except for the water


Image


It must be the problem with shaders. So, can anyone help me fix it?
by quanganht
Thu Aug 28, 2008 2:34 pm
Forum: Showcase
Topic: FlowED Editor video, UPDATED (New video and compat test)
Replies: 24
Views: 8221

Does it have Sandbox style (play in editor, realtime interaction ...) ? I meant like CryEngine Sandbox. :?

<edit> OK, I got it. The answer is yes. But what does "3d Tile based game" mean? ( I'm a noob, he he) </edit>