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  1. #1
    PGD Staff / News Reporter phibermon's Avatar
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    ahh I see, so it's basically a per-pixel technique but distorting the texture to take advantage of parallel rays! very clever (but GPU heavy)

    The original article I followed was on gamedev by Orangy Tang but it's not there anymore, but there's an implementation in D here :

    http://www.incasoftware.de/~kamm/pro...ft-shadows-2d/

    So your technique is more like shadow-mapping and the linked technique is more like shadow volumes. Indeed, even having advantages and disadvantages similar to their 3D counter-parts.

    It would be difficult to optimize the geometric technique using the GPU, but it does have the advantage of mathematically correct penumbra-umbra regions where as the image space technique is an approximation blur based on the distance from the light, but saying that, who cares? it looks great

    The image space technique has the advantage that it doesn't need geometric information of the shadow-casters, it will work with any pixel data that's thrown at it.

    I'd say that the geometric technique would be useful in the fact that it frees up a lot of GPU power for other effects/lower end cards. Shadow volumes are not favoured in 3D today because of high-poly geometry, it's too slow compared to shadow-maps.

    But 2D? not an issue.

    it would be interesting to see both techniques in quad I think they would both have their uses, the geometric technique would be far more useful in situations where you wanted to test if points/geometry are in shadow CPU side (for example think of a stealth MP game where you'd do this on the server without any hardware context) and the Image-Space technique can work well with things like particle systems (I bet you could do some funky stuff with partial shadowing, accumilated thru layers of semi-occluding smoke particles for example)
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  2. #2
    PGD Staff code_glitch's Avatar
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    I can certify that all that fanciness runs under wine like a dream - it has a few stub warnings etc but I ran your demo fine on ubuntu 10.10 x64 wit wine 1.3.26.

    I do indeed like that demo and it runs smoothly on my ATI 4330 with wine and a lot of other stuff open. I don't know about a GMA 950 or similar but that was quite nice indeed. Thats some momentum in the quad engine you've got going it seems.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    Thank you guys, sorry for long answer.

    phibermon:
    I will try to do a lot of features like this. Strong, beautiful and easy to use.

    code_glitch:
    Sound great. I do not have an ubuntu or something else. My testing machine is very strange for typical PC now. I test it on win7x64 notebook with 2 video cards: nVidia Quadro nvs4200 and Intel HD3000 (integrated in sandy bridge). But there is no linux

    BTW, 0.2.1 version is going public. 0.2.1 Headers and Library. Also here is wiki and changelog: http://quad-engine.com/wiki/doku.php
    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
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    I used a Quad Engine for game development on the part of the 72nd contest IGDC. Here's what happened: Quad Space Attack.
    To move use the arrow keys. For shooting, use the A / S. To turn off the effects of press E.
    The game is simple. Made for 2 weeks. Some parts are not completed yet, such as no sound. In general, as it is .
    Quad Engine work has shown himself well. To use it simply, shaders, added just a line or two. There were a few bugs, but they have successfully corrected the author of the engine. In general, the engine is quite suitable for development.

    And finally, a screenshot:


  5. #5
    Updated to 0.2.2

    0.2.2
    Added

    IQuadRender.SetAutoCalculateTBN Method
    IQuadRender.CreateAndLoadFont Method
    IQuadRender.CreateAndLoadTexture Method
    IQuadRender.SetOnErrorCallBack Method
    IQuadFont.SetSmartColor Method
    IQuadFont.SetIsSmartColoring Method

    Removed

    IQuadRender.SwapRenderTargets Method
    IQuadTexture.CreateFromI Method

    Breaking changes

    IQuadRender.CreateRenderTexture Method
    IQuadRender.RenderToTexture Method
    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

  6. #6
    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
    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

  8. #8
    For my game Void Story i used quad engine. This is what is likes:

    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
    looking great Darthman

    I was curious, what did you use to create your online wiki documentation on your quad-engine.com site?

    cheers,
    Paul

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