Caelum - [WARNING: Screenshot intensive]
- Kencho
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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)
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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- Greenskin
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If you need a good star map, I found one on http://solarviews.com/cap/ds/tychocyl1.htm
http://www.aridocean.com
The Marine Life Simulation
The Marine Life Simulation
- Kencho
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- Kencho
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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.
[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.
- Kencho
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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!
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!
- Azatoth
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- Kencho
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- Kencho
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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 ) 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
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
- Kencho
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- Gremlin
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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
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.
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
Code: Select all
# file include/Caelum.h
include/Caelum.h: ASCII C program text, with CRLF, LF line terminators
- Kencho
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- Kencho
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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...
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...
- Kencho
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- Kencho
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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 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
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 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
- jacmoe
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Totally awesome, Kencho!
Great looking Caelum, I'd say!
Very impressive work.
Great looking Caelum, I'd say!
Very impressive work.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- Kencho
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