Hydrax-SkyX tech demo 1.0

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altren
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Re: Hydrax-SkyX tech demo 1.0

Post by altren » Sat Aug 29, 2009 5:23 am

2 Xavyiy Thanks for explanation.
2 Others who was saying that everything correct - look at screenshots careful: everything - ground and palm waves too.
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Re: Hydrax-SkyX tech demo 1.0

Post by ImpScary » Sat Aug 29, 2009 6:50 am

altren wrote:2 Xavyiy Thanks for explanation.
2 Others who was saying that everything correct - look at screenshots careful: everything - ground and palm waves too.
Yes they wave a little, in reality underwater objects wouldn't appear distorted to underwater observer, but who cares, it looks better this way.
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Re: Hydrax-SkyX tech demo 1.0

Post by Vectrex » Sat Aug 29, 2009 7:12 am

HaRo wrote:Looks amazing. I don't think that the sky shows too many stars, in fact i am always amazed when i see the night sky outside of cities and villages. If you're in the plain land, far away from cities and their dust/steam cloud and cities / villages and their light sources, you can really see ALOT of stars if you look up there - in this demo, it's just that they are not grouped into nebulas galaxies, stuff, whatevars - so the whole pattern leaves the impression like a blanket poked with a needle.

Brings me to the point : Will it be able to define own star skydomes, so you can i.e. use different skies for different worlds/maps ? Also, can it be possible to add not one, but for example two, three or four moons ? That would be an interesting option.

Great work, i was almost drooling when i played around with the the demo. ;o)
The caelum stars are very nice. It'd be great if these libs could cooperate.
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Re: Hydrax-SkyX tech demo 1.0

Post by vilgeits » Sun Aug 30, 2009 11:30 am

Could SkyX render to a small cubemap?

The use would be a reflection cubemap for metals.
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Re: Hydrax-SkyX tech demo 1.0

Post by xadhoom » Sun Aug 30, 2009 8:12 pm

vilgeits wrote:Could SkyX render to a small cubemap?

The use would be a reflection cubemap for metals.
Or spherical harmonics... ;-)

xad
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Re: Hydrax-SkyX tech demo 1.0

Post by mkultra333 » Mon Aug 31, 2009 6:23 am

Very nice.

The default app ran fine for me. On XP SP2 and an athlon dual core 2GHz 1 gig ram, nvidia 7950GT 512 meg ram (with older driver 163.75) I got an average of 36FPS, 1280x1024 fullscreen no AA.
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Re: Hydrax-SkyX tech demo 1.0

Post by rubasurex » Thu Sep 03, 2009 6:44 am

I get a consistent ~90 fps on my nvidia GTX 275 no matter what res I run it at... cpu bound. Even tried 640x480. Have you considered splitting out the expensive cpu based operations on to their own thread?
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Re: Hydrax-SkyX tech demo 1.0

Post by DanielSefton » Sun Sep 06, 2009 4:39 pm

I found a slide in a CryTek presentation that showed how they do underwater rendering. Not sure if you already saw it, but it looks useful:

http://www.crytek.com/technology/presentations/ - "Wenzel, C.: Real-time Atmospheric Effects in Games Revisited"
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Re: Hydrax-SkyX tech demo 1.0

Post by AmorphDev » Fri Sep 11, 2009 4:13 pm

I have same troubles with shadows in my project,
can you tell me how you fixed it? :?
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Re: Hydrax-SkyX tech demo 1.0

Post by spacegaier » Fri Sep 11, 2009 4:23 pm

If you have troubles with Hydrax + Shadows, please post in the Hydrax Addons Forum. If it is a general Ogre problem, you are way wrong in this thread ;) .
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Re: Hydrax-SkyX tech demo 1.0

Post by boyamer » Fri Sep 11, 2009 5:00 pm

He should have SkyX already released,but no news from him
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Re: Hydrax-SkyX tech demo 1.0

Post by spacegaier » Fri Sep 11, 2009 5:03 pm

boyamer wrote:He should have SkyX already released,but no news from him
All is done in his freetime, so we have no right to moan for him not having released anything yet. Just be patient!
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Re: Hydrax-SkyX tech demo 1.0

Post by AmorphDev » Fri Sep 11, 2009 5:18 pm

I solved issue by changing shadow texture format from PF_L8 to PF_L16) :roll:
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Re: Hydrax-SkyX tech demo 1.0

Post by carlosmorcerf » Mon Sep 28, 2009 10:06 pm

how to work in debug mode?
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Re: Hydrax-SkyX tech demo 1.0

Post by Xavyiy » Mon Sep 28, 2009 10:07 pm

@carlosmorcerf
Can you be more specific?
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Re: Hydrax-SkyX tech demo 1.0

Post by Sheen » Mon Sep 28, 2009 10:41 pm

Xavyiy,
Added SkyX to my project and it totally refreshed the whole view, I really love it :)
Have one question though: can SkyX work in multi-display/camera environment?
This is how it was with Caelum (very old photo, but it shows what kind of environment I have): http://thedays.ru/IMG_0116.jpg
I don't have an opportunity to test it now, so I'm wondering: will SkyX properly render clouds in such situation?
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Re: Hydrax-SkyX tech demo 1.0

Post by Xavyiy » Mon Sep 28, 2009 10:50 pm

Depending of how the multi-display system is designed(I haven't any experience in this field), but I think it should, you've to try it, and.. if it doesn't, I'm sure we're going to be able to get it working with some changes :)

P.D.: At the moment I'm working(design etap at the moment) on a game engine(at really a showcase engine, for my paradise codename project, but in a future maybe a full game engine) which will use Ogre for rendering so.. in some months I'll start to update Hydrax/SkyX frequently :)

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Re: Hydrax-SkyX tech demo 1.0

Post by carlosmorcerf » Mon Sep 28, 2009 11:06 pm

my english is poor...

how to compile LIB and DLL files for build DEBUG mode in VS 2009..

skyx_d.dll or skyx_d.lib ??
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Re: Hydrax-SkyX tech demo 1.0

Post by al2950 » Tue Sep 29, 2009 8:51 am

Depending of how the multi-display system is designed(I haven't any experience in this field), but I think it should, you've to try it, and.. if it doesn't, I'm sure we're going to be able to get it working with some changes
OOOOO!! I will have a look at doing that. Out of interest Xavi I noticed that SkyX does take a camera for an input, what data does it need from the camera, is it just height!??

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Re: Hydrax-SkyX tech demo 1.0

Post by Rime » Tue Dec 08, 2009 6:57 am

When i tried to compile the demo, I got some problems about the bloom effect
The sky becomes glaringly when the bloom effect enabled
But there is no problem to run the downloaded Hydrax-Sky tech demo

Is there any idea how to solve it?
I'm using Vista, Ogre 1.6.4, VS 2008, HD4350

thx

===

I solved it.
It's just because OgreSDK has the same file name with bloom material.
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Re: Hydrax-SkyX tech demo 1.0

Post by nyxkn » Sun Mar 28, 2010 11:45 pm

When you go up high in the sky, you start to see a black zone where hydrax and skyx meet. The higher you go the wider this zone becomes.

Here's a screenshot:
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Re: Hydrax-SkyX tech demo 1.0

Post by globalsinner » Tue Apr 13, 2010 3:36 pm

nyxkn wrote:When you go up high in the sky, you start to see a black zone where hydrax and skyx meet. The higher you go the wider this zone becomes.
Yes.. I have noticed the problem too.. Is this something to do with the view distance of the camera? Is there a solution or workaround for this?
I have also noticed some weird things if u set the near-clip distance too low..
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Re: Hydrax-SkyX tech demo 1.0

Post by Teknoman117 » Fri Nov 12, 2010 4:24 am

The links appear to be broken. Did it get moved?
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Re: Hydrax-SkyX tech demo 1.0

Post by Xavyiy » Fri Nov 12, 2010 10:31 am

I'll reupload the demo as soon as I can! (Hope to do it today!)

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Re: Hydrax-SkyX tech demo 1.0

Post by nevarim » Tue Dec 14, 2010 7:30 pm

there is source of latest version?
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