Caelum - [WARNING: Screenshot intensive]

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
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Post by Kencho » Mon Nov 27, 2006 2:20 pm

Yeah, I have in mind many of these things, as well as some other super-secret subtle additions that will enhance realism a lot ;) But I take note of your suggestions as well ;)

About the daytime, it's not actually a bug. Each day is 23h59m56s long. That's why every 4 years you have to add 1 day (I can't remember where I read that)
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Post by Captain Nemo » Mon Nov 27, 2006 7:36 pm

If you need a good star map, I found one on http://solarviews.com/cap/ds/tychocyl1.htm
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Post by Kencho » Mon Nov 27, 2006 10:03 pm

Thanks for the link! Mine is just a noise effect and curves adjustement :lol:
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Post by CaseyB » Mon Nov 27, 2006 10:22 pm

That's pretty cool! I wonder if there are any star cube maps?
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Post by Kencho » Tue Nov 28, 2006 1:33 am

Okay, for those of you with domes clipping problems, I applied pricorde's patch for the manual dome sizing support. It's the revision 2 in the svn repository.

[EDIT] I've uploaded an untested (even uncomplied) development revision (can't compile and try, so I'm programming with the lights off). Use it at your own risk.

There are some API differences with the earlier versions, in the sake of ease and stability. Be careful.
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Post by Kencho » Tue Nov 28, 2006 11:01 pm

I need help to compile this under linux.

Okay, so I finally got Ogre to work (nVidia driver problems), and can put my hands on this now. The problem is that Code::Blocks doesn't work with my distro state, and can't compile it in a nice way. So I would thank anyone who has working makefiles for Caelum in linux, as I don't have the time to learn to use autoconf&automake right now :(

Thanks in advance!
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Post by Azatoth » Wed Nov 29, 2006 11:31 am

I'll send you my Makefiles, and I'll try to compile the new version.
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Post by M » Wed Nov 29, 2006 11:33 am

Kencho wrote:I need help to compile this under linux.
Done ;)

EDIT: some bits in svn are broken at the moment, here is a small patch to get it working:
EDIT 2: Patch removed since it's already applied in repository
Last edited by M on Wed Nov 29, 2006 3:25 pm, edited 2 times in total.
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Post by Kencho » Wed Nov 29, 2006 12:03 pm

M, I'm unable to decompress the .tar.gz file. Seems to be corrupted :(
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Post by M » Wed Nov 29, 2006 12:14 pm

Kencho, I reuploaded it as zip and seems working now.
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Post by Kencho » Wed Nov 29, 2006 1:12 pm

Thanks a lot, it compiles now, though I will most probably play a little with these files so that they output to different directories. But with the patch (some of my failures are a shame, but understand me: you can see the time I submitted them :P) everything seems to be fine, at least in compile time.
Just one question: Are you using the nvidia cg toolkit 1.5? I'm getting "parameter xxxxx not defined" errors with every custom parameter :? Will try with 1.4.1 now though.

[EDIT] Nevermind, another dumb error scored by me. Forgot to manually add the caelum resources location into resources.cfg :oops:
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Post by Kencho » Wed Nov 29, 2006 2:12 pm

Okay, the new version is uploaded to the svn repository.
Thanks to all the contributors for this version (specially M: Now I can continue developing Caelum without obstacles :twisted:)

Enjoy!
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Post by M » Wed Nov 29, 2006 2:35 pm

Nice :)

Yes I'm using Cg 1.4.1, I'm getting some errors while loading materials, the demo is showing the daytime transition nevertheless. Awesome work, btw ;)

Code: Select all

13:53:39: Parsing script Altocumulus.material
13:53:39: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: GpuProgramParameters::getParamIndex
Description: Cannot find a parameter named time. 
File: ../../../OgreMain/src/OgreGpuProgram.cpp
Line: 776
Stack unwinding: <<beginning of stack>>
13:53:39: Error at line 27 of Altocumulus.material: Invalid param_named_auto attribute - An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: GpuProgramParameters::getParamIndex
Description: Cannot find a parameter named time. 
File: ../../../OgreMain/src/OgreGpuProgram.cpp
Line: 776
I forgot to mention that line endings are somewhat borked (open Caelum.h with vi and you'll see). The problem is that some editors (kwrite, kdevelop) get them 'fixed' and it's impossible to generate a patch since the entire file is modified.

Code: Select all

# file include/Caelum.h
include/Caelum.h: ASCII C program text, with CRLF, LF line terminators
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Post by Kencho » Wed Nov 29, 2006 3:12 pm

Hm, yep, I'm having those problems even with my class practices (UNIX file vs DOS file :?). Will take a look into it, as I didn't thought this might break diffs...
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Post by Kencho » Thu Nov 30, 2006 2:31 am

Okay, implemented a new sky colour model tonight, this time based on sun elevation rather than daytime. This will make life easier for people using custom sun positioning models. For instance, in winter days are shorter, so you would need a new map for each day. Now you don't. Note that the gradients map has changed, the SkyColourModel interface has changed, and the demo source has the old model parts commented out.

I've added a new task to the tracker to add custom sun positioning models, so that everyone can add their method to calculate sun position, from sin(time) to complex ten-blackboards-long equations, without the need to touch anything else ;)

StoredImageElvBasedSkyColourModel goes beta!

PS: The demo will ask for an non-existing starfield map "Starfield2.jpg". I grabbed it from the site linked at the top of this page and renamed to Starfield2.jpg...
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Post by Kencho » Fri Dec 01, 2006 10:09 pm

A good new and a bad new...

The good...
ImageImageImageImageImageImageImageImageImage

The bad...
It's just a first prototype, and the performance is quite bad compared with the previous demo... :( Anyways, hope to do some enhancements that I hope to boost things a bit...

And to end this post, a nice shot for the sentimental people ;)

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Post by boost » Fri Dec 01, 2006 10:44 pm

:shock: :shock: :D

Awesome!
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Post by Kencho » Fri Dec 01, 2006 11:29 pm

Thanks mate! Based on this prototype I've done altostratus and cirrus in no time! :D I'm too excited with this :P
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Post by Praetor » Fri Dec 01, 2006 11:39 pm

No, you are just excited enough. This has been something I've struggled with in the past. To have such a system developed and available... We should all be so excited! Great work.
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Post by Paulov » Fri Dec 01, 2006 11:48 pm

the first & second screens are absolutely beautifull :)

good work!

sure you can turn the bad news in excelent ones!

bye

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Post by Wretched_Wyx » Sat Dec 02, 2006 1:11 am

Those shots are gorgeous Kencho :wink:. It sure does make a difference having Caelum running with terrain (so far I've only prototyped scenes with a large floor plane). You throw clouds in the mix and it makes things spectacular.
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Post by Kencho » Sun Dec 03, 2006 1:10 am

Okay, some enhancements and the performance has increased between 150%-200% regarding the first version of the prototype, depending on cases (cirrus clouds fill much less sky than altostratus). I'll insert a framework into Caelum itself and then add the volumetric clouds tasks. Also, enhanced both the layered clouds and sky colour shaders so that they are better, not only performance-wise, but understanding, stability, visuals and features as well. For instance, the layered clouds include "halo" (not the game) effects, which is pretty cool :)

The demo has been enhanced a bit (you can pause with spacebar, increasingly 2x/.5x with C and X respectively, and forward/backward with Z). Also want to highlight that the current demo features a way to rapidly create your very own prototypes for Caelum ;)

Thanks for your support, and hope you're finding this useful. The latest statistics in sf.net make me think that a lot of people is interested in this, and that really ecourages me!

Also, would love to receive screenshots (and videos if possible, youtube included) of your tests with Caelum, so I can feature them everywhere! :) I'm thinking on a slight license change to request shots for using this, hahaha :lol: Much a-la beerware, but allowed for kids as well ;)

I have a lot of features planned, so stay tuned!

PS: If you find bugs or want specific features, you can use the sf.net tracker, so I can track them easily and speed the development as much as possible, thanks :)
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Post by jacmoe » Sun Dec 03, 2006 1:28 am

Totally awesome, Kencho! :lol:

Great looking Caelum, I'd say! 8)

Very impressive work. 8)
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Post by Kencho » Sun Dec 03, 2006 2:07 am

jacmoe wrote:Totally awesome, Kencho! :lol:

Great looking Caelum, I'd say! 8)

Very impressive work. 8)
Hahaha, thanks mate :lol:
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Post by Alexander » Sun Dec 03, 2006 2:32 am

Looks like you're off to a great start with clouds. :D
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