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Moonbo last won the day on December 23 2024
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So you're basically re-creating the lighting model on the CPU and then feeding in the necessary data to reproduce what lighting for that pixel would look like if it had been handled by the GPU. That sounds like an impressive amount of work. How'd you go about it? Read the shader code and reconstruct it using CPU instructions? Regardless, really neat job.
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Wow, so it's possible to run the full render pipeline for a specific pixel even if it's offscreen? The thread you linked also mentions casting shadow rays. Do you know where in the source code this is all done? Might just be easier to look at it.
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I read the release notes for 2.13 and was really impressed with the new AI lighting detection. I'm really curious how exactly it works - the notes mention a stochastic sampling of light pixels but what does that mean in practice (and why couldn't it be done before)? Are the light pixels on objects whose shaders are recording per-pixel lighting stochastically and then sending them to the CPU via compute shader? If so, does that mean values are only updated when they're being rendered on screen when the player looks at them? So many questions!
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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
Yipes, well I give you (and anyone else) all the permission in the world to make any bug fixes (and the EAX stuff too). Thanks for helping keep the level accessible to future players Datiswous! -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
Haha, you're welcome tib! I'm glad you enjoyed it. -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
If anyone wants to fix that I give them permission . -
Hey @stgatilov, sorry for the late reply. In looking at the tdm_weapon_arrow.script in A House of Locked Secrets, there is a comment line that says "Adjusted to stop the raising and lowering animations during a realm transition." From what I remember, when the player was switching between the physical and spiritual realms, if the player was holding a bow the lowering animation would play upon starting the switch and the raising would play after it. And so we modified the script to disable those animations during a realm switch. That was the only adjustment that should be present. I think if you look for the line "if($info_player_realm.getKey("transiting") == "0")" it should be quick to spot where those checks were made. Thanks! -Gelo
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[2.11] New Blackjack System (available via dev build)
Moonbo replied to Obsttorte's topic in The Dark Mod
For A House of Locked Secrets, I'm fine if someone wants to update the implementation - if I remember correctly the current implementation is changed to allow the switching of inventories between the two worlds so the mission will break if it's simply nuked. -
Yep, using Unity - so far I've had a good experience with it. I came in knowing no coding so the fact that there were a ton of tutorials, and a lot of very well supported third-party assets, has been a big plus. The game (shameless plug: https://store.steampowered.com/app/1461150/Shade/ ) is 2D, but it uses a 3D camera for some effects so having that was also a nice benefit.
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Ack, sorry you ran into that. Yeah, the coding for swapping inventories is somewhat complicated, but if you've tracked the bug down to being caused by switching inventory items during the swap then it should be pretty straightforward to finally fix (just disallow item switching during the transition). If anyone wants to fix and test, like any other bugfix they have my blessing!
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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
It'll probably just be easier to include it in the materials folder. Thank you for all this future-proofing work!