Ogre WIP and random screenshot thread (for everyone!)
-
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 535
Re: Ogre WIP and random screenshot thread (for everyone!)
Pretty sure I haven't posted this one yet.
This was my old (2005) Killbots ai framework.
The robots only had 2d control. I left it running for a while, when I came back I found them cheating like this. They could see and shoot over walls.
No, not some out of control skynet thing. I was using PhysX for the physics, each 2m tall robot used a 1m diameter sphere as it's body. It was like hamster balls rolling around. Sounds odd, but it made the movement work really well. The problem was that if two spheres pushed against each other long enough, one would pop upwards and they'd stack. I told all 4 robots to have the same 2D destination, so they kept pushing until they formed a stack. I had to clamp them to Y=0 to stop it.
This was my old (2005) Killbots ai framework.
The robots only had 2d control. I left it running for a while, when I came back I found them cheating like this. They could see and shoot over walls.
No, not some out of control skynet thing. I was using PhysX for the physics, each 2m tall robot used a 1m diameter sphere as it's body. It was like hamster balls rolling around. Sounds odd, but it made the movement work really well. The problem was that if two spheres pushed against each other long enough, one would pop upwards and they'd stack. I told all 4 robots to have the same 2D destination, so they kept pushing until they formed a stack. I had to clamp them to Y=0 to stop it.
-
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 535
Re: Ogre WIP and random screenshot thread (for everyone!)
Since we've had a few people recently mistake Tomb Raider / XNALara meshes for Ogre meshes, here's the result of a quick importer to load them into Ogre. Currently not supporting materials or rigging (but it's also 6am and I haven't gotten to bed yet).
Maybe I should write an actual stand alone converter (current one is just a loader within an ogre app).
Maybe I should write an actual stand alone converter (current one is just a loader within an ogre app).
-
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 535
Re: Ogre WIP and random screenshot thread (for everyone!)
I started doing exactly that.Kojack wrote:Maybe I should write an actual stand alone converter (current one is just a loader within an ogre app).
Materials, meshes and skeletons are generated. The skeleton has issues (it crashes ogremeshy if I try to display names, and the bones are in the wrong spot) but otherwise seems to be working.
But it turns out the model I chose to test with is from the old format.
XNALara was an open source program. It's file format is pretty simple and documented (plus the source code is there).
It was taken over by another developer who closed it off and modified the file format, but wants the format to stay proprietary so won't release details on it. That's the new XPS program. It seems most of the models on the net are now in the XPS format.
I don't really feel like reverse engineering the format right now, so I'll quit the project for the time being.
(I'm not that interested in reverse engineering characters, I prefer environments and terrain)
-
- Ogre Magi
- Posts: 1255
- Joined: Sat Dec 25, 2010 2:55 pm
- Location: Macedonia
- x 81
Re: Ogre WIP and random screenshot thread (for everyone!)
Here's what the buffer questions have been about:
That's my progress on making an OGRE backend for nanoVG, a 2D HTML5 canvas-inspired vector library as an alternative to Gorilla/OGRE Overlays.
I'm stopping work on that for now, I got to texture loading (done), I'm just not sure how to actually show multiple images/textures without creating a separate material for each one, thus blowing up the batch count, I could use a shader, but then I'd need some really clever UV trickery.
Also there's still some artifacting with vertex buffers, and apparently a stencil buffer mask is needed for that, and in the time I spent searching I didn't find a good example.
I'm actually pretty satisfied with my progress for just a few days.
That's my progress on making an OGRE backend for nanoVG, a 2D HTML5 canvas-inspired vector library as an alternative to Gorilla/OGRE Overlays.
I'm stopping work on that for now, I got to texture loading (done), I'm just not sure how to actually show multiple images/textures without creating a separate material for each one, thus blowing up the batch count, I could use a shader, but then I'd need some really clever UV trickery.
Also there's still some artifacting with vertex buffers, and apparently a stencil buffer mask is needed for that, and in the time I spent searching I didn't find a good example.
I'm actually pretty satisfied with my progress for just a few days.
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
-
- Gremlin
- Posts: 196
- Joined: Tue Jan 27, 2009 12:27 am
- x 24
Re: Ogre WIP and random screenshot thread (for everyone!)
That's great ! Maybe if this becomes mature enough it could be an idea to integrate it into gorilla, so that we keep with only one mature solution for 2D drawing on top of Ogre ? Do you think of releasing it ?
I think from seeing your screenshot that Gorilla functionality would remain necessary for both images (textureatlas) and text, right ?
Edit: Actually, I guess it could be possible to reuse Gorilla textureatlas to keep the material count to one (or a few)
I think from seeing your screenshot that Gorilla functionality would remain necessary for both images (textureatlas) and text, right ?
Edit: Actually, I guess it could be possible to reuse Gorilla textureatlas to keep the material count to one (or a few)
-
- Ogre Magi
- Posts: 1255
- Joined: Sat Dec 25, 2010 2:55 pm
- Location: Macedonia
- x 81
Re: Ogre WIP and random screenshot thread (for everyone!)
The APIs are really different it'd need to be wrapped within Gorilla if that's to happen, it's not a bad idea though. I'll release the source later today.
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
-
- Beholder
- Posts: 1512
- Joined: Fri Feb 22, 2013 4:44 am
- Location: Deep behind enemy lines
- x 139
Re: Ogre WIP and random screenshot thread (for everyone!)
OK ever since Kojack posted that Utah Saints vid I've had that stuck in my head ... so I put a tribute level into my game (and it helps test a few things)
[youtube]drNk4LdNxwI[/youtube]
"Running man craze sweeps Antarctic and reaches Brisbane". I feel better ... now I can move on.
[youtube]drNk4LdNxwI[/youtube]
"Running man craze sweeps Antarctic and reaches Brisbane". I feel better ... now I can move on.
-
- Gnoll
- Posts: 638
- Joined: Mon Dec 15, 2008 6:14 pm
- Location: Istanbul, Turkey
- x 42
Re: Ogre WIP and random screenshot thread (for everyone!)
LOL! AWESOME
Ismail TARIM
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
-
- Hobgoblin
- Posts: 563
- Joined: Wed Jul 12, 2006 5:40 pm
- x 12
-
- Old One
- Posts: 2565
- Joined: Sun Sep 11, 2005 1:04 am
- Location: Paris, France
- x 56
-
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 535
Re: Ogre WIP and random screenshot thread (for everyone!)
That's the freshest move I've ever seen, like he was floating on air.
Thanks, sitting here waiting to teach a network programming class is a little more bearable now.
We need to mix your dancing with my lip synch puppet control.
[youtube]YdxP_QPTF1I[/youtube]
Thanks, sitting here waiting to teach a network programming class is a little more bearable now.
We need to mix your dancing with my lip synch puppet control.
[youtube]YdxP_QPTF1I[/youtube]
-
- Gnoblar
- Posts: 11
- Joined: Sun Feb 22, 2015 1:10 pm
- x 1
Re: Ogre WIP and random screenshot thread (for everyone!)
I've been bored and doing few nice things out there. :3
(hydrax + caelum)
(hydrax + skyx)
The game is Rigs of rods.
(hydrax + caelum)
(hydrax + skyx)
The game is Rigs of rods.
-
- OGRE Moderator
- Posts: 7157
- Joined: Sun Jan 25, 2004 7:35 am
- Location: Brisbane, Australia
- x 535
Re: Ogre WIP and random screenshot thread (for everyone!)
Cool.
Although, LOOK OUT! THAT HELICOPTER HAS NO PILOT!
With all the talk of OpenMW lately, I spent a few hours writing a Morrowind terrain renderer. I did it once before, maybe around 2006, but I don't have that code any more.
Not hard when I can remember that the terrain is 65x65 blocks of 8 bit signed height offsets from the previous vertex and a base float height for the block. Plus alternating triangulation order for each 2x2 vertex segment.
Normals seem occasionally wrong along some land block edges, which is odd, I can't remember if the data was like that previously (the normals are stored in the data in a 24 bit integer form, not calculated by me).
I should get around to reversing Oblivion and Skyrim one day, to see how they compare.
Although, LOOK OUT! THAT HELICOPTER HAS NO PILOT!
With all the talk of OpenMW lately, I spent a few hours writing a Morrowind terrain renderer. I did it once before, maybe around 2006, but I don't have that code any more.
Not hard when I can remember that the terrain is 65x65 blocks of 8 bit signed height offsets from the previous vertex and a base float height for the block. Plus alternating triangulation order for each 2x2 vertex segment.
Normals seem occasionally wrong along some land block edges, which is odd, I can't remember if the data was like that previously (the normals are stored in the data in a 24 bit integer form, not calculated by me).
I should get around to reversing Oblivion and Skyrim one day, to see how they compare.
-
- Gnoblar
- Posts: 22
- Joined: Tue May 08, 2012 5:56 pm
- x 4
Re: Ogre WIP and random screenshot thread (for everyone!)
Yesterday I finally finished my implementation of ambient occlusion...
I think it turned out pretty good :3
Everything is calculated in screen-space, I tried being physically correct
Btw: the lightning is calculated per sample, using this cube map: http://www.humus.name/index.php?page=Textures&ID=123
so basically it's both AO and environment lighting. At the moment it doesn't perform that well, but hopefully there's plenty room for improvement
I think it turned out pretty good :3
Everything is calculated in screen-space, I tried being physically correct
Btw: the lightning is calculated per sample, using this cube map: http://www.humus.name/index.php?page=Textures&ID=123
so basically it's both AO and environment lighting. At the moment it doesn't perform that well, but hopefully there's plenty room for improvement
-
- Gremlin
- Posts: 153
- Joined: Tue Jun 09, 2009 9:31 am
- Location: Russia
- x 12
Re: Ogre WIP and random screenshot thread (for everyone!)
Normalmapped impostors for JohnJ's PagedGeometry. Real trees are only in the center of the first picture and in the very left of the last picture.
You do not have the required permissions to view the files attached to this post.
-
- Hobgoblin
- Posts: 525
- Joined: Mon Apr 02, 2007 12:18 am
- Location: Sweden
- x 79
Re: Ogre WIP and random screenshot thread (for everyone!)
Impostors. You can add any MovableObject to be handled by an ImpostorManager, and it will automatically switch between the impostor and the real thing, and keep the impostor image updated.
You do not have the required permissions to view the files attached to this post.
-
- Gremlin
- Posts: 153
- Joined: Tue Jun 09, 2009 9:31 am
- Location: Russia
- x 12
Re: Ogre WIP and random screenshot thread (for everyone!)
Trying to create good tree shader:
You do not have the required permissions to view the files attached to this post.
-
- Google Summer of Code Student
- Posts: 1005
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 49
Re: Ogre WIP and random screenshot thread (for everyone!)
And it's kinda successful !
Great job !
Great job !
-
- Gnoblar
- Posts: 1
- Joined: Sat Feb 23, 2013 11:10 am
Re: Ogre WIP and random screenshot thread (for everyone!)
Art dump of ingame (ogre is used is the render engine) models from the Babylon 5 I've Found Her project.
-
- Halfling
- Posts: 87
- Joined: Mon Oct 11, 2010 6:39 pm
- x 12
Re: Ogre WIP and random screenshot thread (for everyone!)
Yay for the Starfury!
Look forward to flying that one .
Look forward to flying that one .
-
- Gnoblar
- Posts: 11
- Joined: Sun Feb 22, 2015 1:10 pm
- x 1
-
- OGRE Team Member
- Posts: 5434
- Joined: Sat Jul 21, 2007 4:55 pm
- Location: Buenos Aires, Argentina
- x 1341
Re: Ogre WIP and random screenshot thread (for everyone!)
Just me playing around with the new HDR filter that will soon be part of Ogre 2.1 (WIP pics)
-
- OGRE Expert User
- Posts: 1148
- Joined: Sat Jul 06, 2013 10:59 pm
- Location: Chile
- x 169
Re: Ogre WIP and random screenshot thread (for everyone!)
JJ Abrams extreme lens flare style
-
- Silver Sponsor
- Posts: 1141
- Joined: Tue Jul 06, 2004 5:57 am
- x 151
Re: Ogre WIP and random screenshot thread (for everyone!)
Thumbs up
Gui generator tool https://github.com/spookyboo/Magus ==> Windows binaries https://github.com/spookyboo/Magus_bin
HLMS editor https://github.com/spookyboo/HLMSEditor ==> Windows setup https://github.com/spookyboo/HLMSEditor ... e?raw=true
HLMS editor https://github.com/spookyboo/HLMSEditor ==> Windows setup https://github.com/spookyboo/HLMSEditor ... e?raw=true
-
- OGRE Expert User
- Posts: 1227
- Joined: Thu Dec 11, 2008 7:56 pm
- Location: Bristol, UK
- x 157
Re: Ogre WIP and random screenshot thread (for everyone!)
Lolxrgo wrote:JJ Abrams extreme lens flare style