torpor
hack hack hack, the little machines fight back
e.g. glow
Well for now we can just use a very simple model (tri's would be best) with low poly counts, and a bit of texture.
Who has Beagleboards?
e.g. glow
Won't work that easily with 3d models. Shaders also provide more options (e.g. flashing glow, customizable glow, ...).Yoyobuae said:Ooh, glow:Jan-Nik said:e.g. glowJayFoxRox said:yes you do, but who needs shaders for a game like this?
Jan-Nik said:Won't work that easily with 3d models. Shaders also provide more options (e.g. flashing glow, customizable glow, ...).Yoyobuae said:Ooh, glow:
I was talking about 3D models. As i understood it, he wanted to make the game with 3D models but with a top down view. Like you can choose in GTA 3.zhasha said:Jan-Nik said:Won't work that easily with 3d models. Shaders also provide more options (e.g. flashing glow, customizable glow, ...).Yoyobuae said:Ooh, glow:
It'll work like a charm with a 3D engine. I see 2 triangles and a texture with an 8bit alpha channel. That or you could draw it as series of vectors. You can easily draw 2D with a 3D engine designed for it. In fact, it's the preferred way to go. No new GPU has a 2D pipe or fixed functionality for that matter. It's all 3D primitives and shaders baybeh.
What I mean is that a single image with alpha as texture is enough for a pure GW clone. Then the same sprites could be used. Plus with 3D hardware doing the rotations/morphing/etc it would be very fast (unlike a pure SDL version, as the main CPU is kinda limited).Jan-Nik said:I was talking about 3D models. As i understood it, he wanted to make the game with 3D models but with a top down view. Like you can choose in GTA 3.zhasha said:Jan-Nik said:Won't work that easily with 3d models. Shaders also provide more options (e.g. flashing glow, customizable glow, ...).Yoyobuae said:Ooh, glow:
It'll work like a charm with a 3D engine. I see 2 triangles and a texture with an 8bit alpha channel. That or you could draw it as series of vectors. You can easily draw 2D with a 3D engine designed for it. In fact, it's the preferred way to go. No new GPU has a 2D pipe or fixed functionality for that matter. It's all 3D primitives and shaders baybeh.
Shaders will also be faster when rendering a lot of objects.
So why make life difficult? Why use textures and quads when you can use shaders and simple lines? Textures require sophisticated loaders, a manager, a binding schedule, and they have aliasing artifacts and so on that you don't get by using pure vertices. So why bother?Yoyobuae said:What I mean is that a single image with alpha as texture is enough for a pure GW clone. Then the same sprites could be used. Plus with 3D hardware doing the rotations/morphing/etc it would be very fast (unlike a pure SDL version, as the main CPU is kinda limited).
IMO, just getting a GW port working would be a great start. Then taking that as a base to improve upon, real 3D or whatever could be introduced.
If you want artwork for a game, just get something functional and fun as quickly as possible. A working game attracts potential contributors better. (something I read from the art director at the Wesnoth project).
Yoyobuae said:IMO, just getting a GW port working would be a great start. Then taking that as a base to improve upon, real 3D or whatever could be introduced.
Yoyobuae said:If you want artwork for a game, just get something functional and fun as quickly as possible. A working game attracts potential contributors better. (something I read from the art director at the Wesnoth project).
If lines alone are used, then I guess it would be simpler. But I didn't get the impression that something like that was the plan.dflemstr said:So why make life difficult? Why use textures and quads when you can use shaders and simple lines? Textures require sophisticated loaders, a manager, a binding schedule, and they have aliasing artifacts and so on that you don't get by using pure vertices. So why bother?Yoyobuae said:What I mean is that a single image with alpha as texture is enough for a pure GW clone. Then the same sprites could be used. Plus with 3D hardware doing the rotations/morphing/etc it would be very fast (unlike a pure SDL version, as the main CPU is kinda limited).
IMO, just getting a GW port working would be a great start. Then taking that as a base to improve upon, real 3D or whatever could be introduced.
If you want artwork for a game, just get something functional and fun as quickly as possible. A working game attracts potential contributors better. (something I read from the art director at the Wesnoth project).
dflemstr said:So why make life difficult? Why use textures and quads when you can use shaders and simple lines? Textures require sophisticated loaders, a manager, a binding schedule, and they have aliasing artifacts and so on that you don't get by using pure vertices. So why bother?