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  1. #1
    Sometimes too hard to turn where you want. Also one time I got too close to walls and light disappeared for a moment

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Ah I solved the turning problem by simply queuing the character's next move if it comes available. I did this for my Subject 33 game, originally a simple Night Stalker clone which was of the pac-man style maze game genre.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3
    So, the next step is done too. There is bloom effect:
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  4. #4
    really impressive work !!!
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  5. #5
    That is looking really good. Makes all the items look more vivid and powerfull.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  6. #6
    Hi there again!
    Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:


    Download demo here:
    http://quad-engine.com/public/pom.zip

    Requires pixel shaders 3.0;
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  7. #7
    Quote Originally Posted by Darthman View Post
    Hi there again!
    Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:

    Download demo here:
    http://quad-engine.com/public/pom.zip

    Requires pixel shaders 3.0;
    Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.

  8. #8
    Quote Originally Posted by dazappa View Post
    Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.
    There is one nuance. This effect apply only on pixels. Not Texels. So — no matter how much polygons. Matter how big screen resolution for all this.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  9. #9
    Quote Originally Posted by Darthman View Post
    Hi there again!
    Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:


    Download demo here:
    http://quad-engine.com/public/pom.zip

    Requires pixel shaders 3.0;
    Works smoth here, HD4200 onboard video.
    From brazil (:

    Pascal pownz!

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