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Author Topic: Weekly progress report  (Read 127856 times)

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Stainless

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Re: Weekly progress report
« Reply #408 on: September 03, 2019, 02:02:49 AM »

I haven't done an update for a while, but I am working !

I have merged a lot of code into a single library which I am calling GuruEngine

This has my existing forward renderer in it and I have added the deferred renderer so you can swap between them.

At the moment I am fighting with transparency. It is a hard thing to get right in a deferred renderer, and we have a lot of transparent plane parts to deal with.

Once I have sorted that out I will post some screenies, then my plan is to get all the various lights on the aircraft in and operational.

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Stainless

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Re: Weekly progress report
« Reply #409 on: September 17, 2019, 12:53:19 AM »

Something to show you at last

Moonlight



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slibenli

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Re: Weekly progress report
« Reply #410 on: September 17, 2019, 03:39:13 AM »

Nice.
Regarding transparency - I find this an interesting method: http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html

ianp

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Re: Weekly progress report
« Reply #411 on: October 12, 2019, 05:52:35 PM »

Flat Earth - Euclids Elements Geo(Earth) metrein (Measure)- earth is demonstrably a plane


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Stainless

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Re: Weekly progress report
« Reply #412 on: October 23, 2019, 06:54:35 AM »

Done some more work on the game object animator.

Very frustrating.

When you load an object it looks like this.





Not very helpful.

So I added a simple layout system, which results in this.



Still not very helpful.

You can see that the heart is here...




But what is it?  so many lines.....


I am going to have to do more work here


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SAS~Storebror

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Re: Weekly progress report
« Reply #413 on: October 23, 2019, 07:22:10 AM »

Looks a bit like the IL-2 Great Battles Mission Editor :D



]cheers[
Mike
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Stainless

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Re: Weekly progress report
« Reply #414 on: December 29, 2019, 04:13:17 AM »

So I need a static object editor so I can add details elements to the terrain.

Since I don't have an army of graphic artists, I have to use public domain objects, which are often in wavefront obj format.

So I need a tool to convert them and a simple way to animate them.

The tool allows you to simply add animators and create a structure instead of just a polygon soup.



Hmmm   .... would this be useful for IL2?

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SAS~Ghost129er

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Re: Weekly progress report
« Reply #415 on: December 29, 2019, 05:13:27 AM »

You have me here...

Jk jk but now, serious stuff. I had provided the aircraft for trial purposes. If you can send me a PM telling me what you need and stuff I'll do my best to help out but the problem is I'm slightly (quite actually) busy/occupied with things but want to help out.

Again, shoot a PM if you can and then you'll be able to tell if I can be of help or not.  8)
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Pursuivant

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Re: Weekly progress report
« Reply #416 on: December 30, 2019, 06:37:19 PM »

Hmmm   .... would this be useful for IL2?

Quite likely, as long as the hit on frame rates due to animations isn't too heavy.

IL2 could benefit from static objects with moving parts - waterfalls and spillways with moving water, windmills, windsocks, flags, and trees which are blown by the wind, objects floating on water which rock with the waves, buildings which visibly collapse due to damage, etc.

While it might be too much work, the ability to have an object respond to some aspect of the environment - such as wind, waves, gravity, or bomb blasts - would be incredibly cool. For example, imagine that windmill in your example being able to change direction and blade rotation speed based on wind direction and speed.

The same concept could be used for fires or floods that spread to engulf and effect terrain objects, although the programming required to implement it might be excessive. (Imagine a Dambuster mission where your bombs could actually breach the dam, allowing you to watch the dam collapse, the reservoir behind it drain, the structures downstream getting swept away, and the landscape flood!)

A similar idea might allow for fully-animated vehicles, such as tanks with treads that move and turrets that turn.
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Stainless

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Re: Weekly progress report
« Reply #417 on: December 31, 2019, 02:25:40 AM »

Generating a Live.Him from this is trivial.

I can add that today.

Animation means delving into java, HeirMesh::chunkSetAngles seems to be the logical place to do the animation and the object would have to be a AnimatedActor I guess.

Any of the java experts want to point me in the correct location?




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Stainless

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Re: Weekly progress report
« Reply #418 on: December 31, 2019, 06:52:03 AM »

wind direction animator, just realised I need a link to wind speed. No wind no change in direction.


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Pursuivant

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Re: Weekly progress report
« Reply #419 on: December 31, 2019, 04:43:42 PM »

Wow!

That was fast and very cool!

You've just opened up IL2 to smoke, fire, and dust which change direction and shape with wind speed, kite and barrage balloons which change direction and tether angle based on wind direction and speed, sailing ships which have sails which move based on wind speed and direction, windsocks, flags, etc. which accurately indicate wind speed and direction, and all manner of other cool stuff.

This is a huge step towards realistic water landings (assume that wave speed/direction, height and reach are also somehow factored in) and is a massive aid to pilots of small, light planes which fly at lower altitudes (e.g., WWI or FAC/FO light aircraft).
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