Finally programmed multi-texturing + terrain-mesh generation for my long term RTS project
Better doing that with ordered layers.
with blend, render water, then sand and then grass
@elect Like this?
frag = blendfunc( vec4(0), water_sample2d, water_alpha);
frag = blendfunc(fragment , sand_sample2d, sand_alpha);
frag = blendfunc(fragment , grass_sample2d, grass_alpha);
Or do you mean seperate rendering passes?
(And which benefits does that provide?)
I meant separate rendering passes, one program/vao to “splash” a generic texture
It’s more flexible
Finally managed to record my instance cluster culling mechanism prototype to stresstest my engine: 27k constantly moving objects, with each having it’s own transformation and material and stuff. Hardly 30 fps, 27k Times putting an entity to a large buffer Oo
kK3s98RD8ZM
If I had a dollar for every-time I saw that skybox… :
You could draw us a new one
That skybox is a rite of passage.
That said, if you’re interested:
http://alexcpeterson.com/spacescape/
just fyi that link says the project was removed.
Been busy with various work testing possible audio VR algorithms. I’ve been writing mockups in Java for things like a vR wind-in-ears. The goal is to include some enhanced audio features in an Unreal project. I’ll talk more about them when things are further along. I’d like to make them available to the Java game-making community, too. In any event, I figure it makes sense to first hear if these ideas work or not before trying to write them in C++, a language I with which I do not have much experienced.
(On my brother’s advice, am reading Stroustrup’s book. I figure if anyone can make rhyme or reason about some of the complexity of C++, it should be the author of the program!)
Today, though, was spent on the AudioClip class that I started in the ‘shared code’ section a couple weeks ago. The goal is to have an open-source, “improved” Clip for people not ready to make the jump to an audio library. I made a lot of progress today! Got the position-setting features of Clip working, and also put in place code for variable speed playback. Also, wrote test cases for the varispeed playback and position resetting. Put in place a looping capability that I didn’t test yet, and the ability to smoothly fade-in and fade-out with the volume as well as alter the playback speed while a cue is playing. The concurrent playback aspect was implemented in the original post.
I’m going to write more test cases to ensure I have all the features working, and maybe a demo (slider for volume, slider for playback speed) before I post the updated code here at JGO. Hope to get to this before the end of the month or within a few days of that.
Discovered that I had become inactive again :emo:
Worked on an EvE Online like procedural StarCluster Generator.
(JS Version, click to see star-names, drag to tilt starmap)
starmap JS
I’m having to learn a ton of filmography tricks for some 3D cutscenes I’m developing. There’s so much stuff to learn! Not to mention learning how to work cameras and “dollys” in Blender. I’m having a lot of fun mixing all of this with my pre-existing animation experience, it’s like making a movie almost. The best part is that the end product will be rendered in our custom game engine! It’s super exciting.