Sunday, June 27, 2010
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11:18 AM
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1 comments - [Click to post comment]
Posted by
Prometheus
Tuesday, June 22, 2010
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2:09 PM
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9
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Small real time outdoor test scene to test paging geometry as well as our new water shader materials. Several future wish list improvements include more material blending for terrain surfaces. Further stress tests and optimizations for dense foliage systems needed.
Posted by
Prometheus
Saturday, June 12, 2010
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7:37 PM
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0
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More screenshots on our SSAO implementation. This time with all textures+lighting+post processing on. Image01 Before SSAO Image01 After SSAO Image 02 Before SSAO Image 02 After SSAO Image 03 Before SSAO Image 03 After SSAO Image 04 Before SSAO Image 04 After SSAO Image 05 Before SSAO Image 05 After SSAO Image 06 Before SSAO Image 06 After SSAO
Posted by
Prometheus
Oooh yeah. Left-Hand just added in screen space ambient occlusion (SSAO) to our Solid State Engine. Now all added details such as normals really POP out ! >:) Image01: Without Screen Space Ambient Occlusion (BEFORE) Image01: With Screen Space Ambient Occlusion (AFTER) Image02: Without Screen Space Ambient Occlusion (BEFORE) Image02: With Screen Space Ambient Occlusion (AFTER) Image03: Without Screen Space Ambient Occlusion (BEFORE) Image03: With Screen Space Ambient Occlusion (AFTER) Image04: Without Screen Space Ambient Occlusion (BEFORE) Image04: With Screen Space Ambient Occlusion (AFTER) Image05: Without Screen Space Ambient Occlusion (BEFORE) Image05: With Screen Space Ambient Occlusion (AFTER)
Posted by
Prometheus
Sunday, June 6, 2010
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2:27 AM
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1 comments - [Click to post comment]
Early stage ammopack powerup FX test.
Posted by
Prometheus
Friday, June 4, 2010
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10:27 AM
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3
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Just a day before I tried back network play of aftershock and to my dismay the jittering issue came back. I thought I had nailed it but apparently I did not. So I delved more into the design of my code and did tons of debugging again. After a few test cases, I finally found out the issue. It was two fold. Firstly, there was an issue where my client side's simulation was shifting farther and farther away from the server's simulation due to time discrepancies between both systems. Secondly, my camera simulation code was not entirely in sync with the physics simulation code when applying frame smoothing. After some tinkering, I managed to fix both issue. For the first issue, I kept a 5 frame buffer of frame latency to get the average latency across snapshots. From there, I use it to cap the frame difference between the current physics frame and the given server physics frame. Now everything works like a charm and no more jittering from my test case. In fact it's so smooth compared to my last work that I'm mightily proud of it! :-) I do know that I'm not revealing much of how I did my network syncing here. I'm rather busy working on many things right now. But I promise I'll put up a post with some diagrams some time later to explain the approach I used. In short it's what Gaffer suggested for the server client approach though like I found out as I did this, it's not as simple as it sounds. There's slightly more to it than just sync and smooth. Aside from that, I wish that bullet provides a proper method for me to selectively simulate a group of rigid bodies. This would help a lot for the prediction simulation after snapping of server update state; we don't want to end up wrongly simulating non networked local rigid bodies or non important rigid bodies that are not part of the network update snapshot.
Posted by
Lf3T-Hn4D
I could not resist playing with our new semi-deferred renderer and decided to add play around with more real time lights in our editor >:) Imagine it with lightning effects emitting from the device..... We'll be able to place in virtually unlimited lights real time for not only indoor scenes but also FX effects like fairy dusts...sci fi weapons blazing....the possibilities are just endless !
Posted by
Prometheus
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