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Thread: ANNOUNCE worlds first unified shadow game

  1. #1
    Senior Member OpenGL Guru zed's Avatar
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    ANNOUNCE worlds first unified shadow game

    on this most depressing day of the year http://news.bbc.co.uk/2/hi/uk_news/4187183.stm heres some 'good' news

    http://uk.geocities.com/sloppyturds/KEA2/KEA2.html
    problem is i havent been able to upload it (ive now cut the demo down to ~3mb, no sounds, crap quality textures)
    the trouble is i cant find a place to upload it to, ive tried a couple of free places but the best ive managed to upload is ~25% in about 2 hours ( i have slow dialup) anybody got any answers?, perhaps i can email it to someone + they can chuck it up somewhere?
    ta zed

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    Re: ANNOUNCE worlds first unified shadow game

    Originally posted by zed:
    on this most depressing day of the year http://news.bbc.co.uk/2/hi/uk_news/4187183.stm heres some 'good' news
    We're talking about the nation who's academics have come up with studies on which drink is best for dunking biscuits (cold milk - but they didn't specify what biscuits) and a study that stated that the UV rays in sunlight do not cause skin cancer (probably because their on the wrong side of the planet relative to the hole in the ozone layer). The "darkest" day of the year looks awfully bright and sunny to me...

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    Re: ANNOUNCE worlds first unified shadow game

    ofcourse, the views of the off spring of our unwanted trash are so valid

    zed, i've got some space I can lend to ya, on an account I forgot about hehe
    However, I'm about to goto bed, so if you dont get a better offer between now and when i wake up in 8hour or so (say, 2pm GMT) then send it to me via email (I'll pm you it in a moment) and i'll upload it asap (you can even send the large version, i should be able to handle an 8meg email attachment)

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    Re: ANNOUNCE worlds first unified shadow game

    I might sound stupid, but what do you mean by unified shadow?

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    Re: ANNOUNCE worlds first unified shadow game

    AFAIK, the first released game with "unified shadow" (assuming we telepatically agree on definition) was New World Order. It is not-so-popular game similar to Counter Strike.

    Demo and screenshots here

  6. #6
    Senior Member OpenGL Guru zed's Avatar
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    Re: ANNOUNCE worlds first unified shadow game

    bobvodka (sweet im emailing at present, 3mb (ive downgraded the quality of textures, removed sounds) i hope the mother doesnt cop out, yep it got sent so it should be in your inbox)

    MZ - looks like precomputed lighting to me (lightmaps) though hard to tell from screenshots, anyways this honky heres got no shadow
    http://www.p3int.com/Images_NWO_Screenshots_10.asp

    by unified i mean nothings precomputed (what the hell am i on about i dont know what i mean, but it sounded fancy(tm))
    actually its sort of like doom3 but in doom3 where only some objects cast shadows, everything here casts shadows and can get shadows cast onto them even the particlesystems.
    actually its way more advanced than doom3, u can hold the torch and shoot at the same time!
    im doing nothing fancy (just plain shadowmaps), though knowing the theory and actually implementing it are worlds apart.

    btw thanks to everyone whos helped me out here over the years, i would name names but would forget a few, though i will mention humus+jwatte. whats this the oscars?

    btw im not promising the game(what gane) to be fun (if u do find it fun youre sick), also the art/models are ones ive made recently so dont expect much

    zed

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    Senior Member OpenGL Guru knackered's Avatar
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    Re: ANNOUNCE worlds first unified shadow game

    Err, any game that uses shadow maps could be described as having a unified shadow model couldn't it? Shadow maps are pretty indiscriminate about what casts shadows.
    Oh, and no need to thank me zed, it's all in a days work for me...think of me like gandalf, riding through your village with a new spell to entertain every time.
    Knackered

  8. #8

    Re: ANNOUNCE worlds first unified shadow game

    Originally posted by zed:
    by unified i mean nothings precomputed (what the hell am i on about i dont know what i mean, but it sounded fancy(tm))
    actually its sort of like doom3 but in doom3 where only some objects cast shadows, everything here casts shadows and can get shadows cast onto them even the particlesystems.
    actually its way more advanced than doom3, u can hold the torch and shoot at the same time!
    im doing nothing fancy (just plain shadowmaps), though knowing the theory and actually implementing it are worlds apart.
    zed
    When will you guys get it, there is nothing called unified shadowing, each shadow method has it's uses, thus unified shadowing is not something to strive towards.
    It's all about unified lighting, to be able to use any type of lighting and/or shadow method freely, without any fuzz.
    Just take a look at the unreal engine 3 video, it shows one or a few perfect examples of the use of shadowmaps, stencil shadows and projected textures all working together.

    O, and by the way, if you get the ducttape mod for doom 3, you could hold the flashlight and shoot at the same time.

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    Re: ANNOUNCE worlds first unified shadow game

    Originally posted by lc_overlord:
    When will you guys get it, there is nothing called unified shadowing, each shadow method has it's uses, thus unified shadowing is not something to strive towards.
    It's all about unified lighting, to be able to use any type of lighting and/or shadow method freely, without any fuzz.
    [/QB]
    You can use any type of lighting in GL and it isn't hard. Go ahead and project a texture to simulate a flashlight if you wish.

    The hard part is shadows. There is no one true solution yet, but shadow maps (The PSM variety) is pretty good looking.

    Zed, I would like to see the demo, but have a ATI. I hope you didn't program your GLSL in a non-conformant way.
    What kind of shadows are you doing exactly?
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  10. #10
    Senior Member OpenGL Guru zed's Avatar
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    Re: ANNOUNCE worlds first unified shadow game

    the phantom has kindly oftered to host it here (only while stocks last)
    http://members.gamedev.net/phantom/KEA_alpha.rar
    Err, any game that uses shadow maps could be described as having a unified shadow model couldn't it? Shadow maps are pretty indiscriminate about what casts shadows.
    yes, i + you + most of the ppl here know it ( i know voodoo chile, doesnt mean i can perform it ie theres a world of difference between knowing and doing), but i do believe it is the first implementation that does shadowmaps totally, i did see somescreenshots of a spacestation game sometime ago, but it didnt seem to consider all lights as shadowcasters or all objects as shadow recievers
    if anyone does know of any games that have done it yet please provide links to screenshots/info.
    It's all about unified lighting
    true i suppose the only true unifying lighting method is when every object is considered a lightsource, radiosity ( FWIW i did write a realtime radiosity demo a few years ago, screenshot on flipcode, i might have another go at it again see whats happening with todays hardware )

    btw knackered thanks for the entertainment value

    Zed, I would like to see the demo, but have a ATI. I hope you didn't program your GLSL in a non-conformant way.
    most likely i did, it was all havked togther rather quickly (i use glMOdelViewMatrixInverse which aint available yet on ati i believe ), u could comment out the lines/delete the shaders, where they should be replaced with a bright orange default shader

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