HMart
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Everything posted by HMart
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TDM People! Something for you all to check out!
HMart replied to Renzatic's topic in TDM Editors Guild
No it was based on original idtech4 but has since changed way beyond it. -
Like i said not a rendering programmer but I don't think so, the first one is a Nvidia link and the last two about a Intel invented method (like I said), unless they invented the same thing, I assume they are different somehow (one maybe GPU bound, while the other is more CPU bound). About shader code availability, again I don't really know but did you saw the last link? There's some kind of example code in there. If useful for TDM or not is another story. Someone with shader code experience needs to look at it and decided. But afaik most papers are just general guides not a plug&play affair (most don't want to make life easy, for potencial competitors in the industry...).
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We can dream...
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update on the boid system, not TDM related.
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I don't know, not a graphics programmer, just curious but I'm sure there are more than one, like for all graphics techniques. A online search gets me this links: https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process https://www.slideshare.net/BenjaminGlatzel/volumetric-lighting-for-many-lights-in-lords-of-the-fallen https://dl.acm.org/doi/10.1145/1730804.1730823 https://www.jianshu.com/p/f5e87d23f18d // intel invented technique https://github.com/robertcupisz/LightShafts // using the Intel technique of the link above Also have you guys looked at the sikkmod god rays post process effect? IMO Is not as good looking and realistic, compared to the current one you guys implemented, is mostly for outdoor, sun rays and also uses ARB shaders but one thing it has for it, is smooth looking and is fast. "The original effort was naive multisampling" The only thing I know about MS is that is used for anti-alising
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What technique was used to make this light rays in TDM? Is there some paper I can read?
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indeed and happy you liked it. btw was able to improve performance to be more or less the older system, now stays at 50fps's with 500 boids (the fish model is not optimized also), in real game you would use way less than that. Still not finished, need to improve collision, specially at corners, because of the way I'm making the ray tracing, sometimes when a boid gets into a level corner it misses collision and gets out of the level into the void... like i said WIP.
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Improved the boids/fish behavior a little, now they seam to stay in close groups more often but for some reason, compared to the older system, performance took a nose dive with 500 boids. I don't really know why but I'm trying to find out. This is not final and still very much WIP. https://drive.google.com/file/d/1r5zVyDCl0mfHD_VqRZVPI2CZhjP3a1ge/view?usp=sharing
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In pretty much all zombi movies, undead are "killed" with a shot in the head or by cutting the head entirely off. I seam to recall some that made the undead indestructible, even cut limbs move alone but those are the exception not the rule and most movies that use such "unkillable" undead, invent stupid reasons for why humanity was able to survive.
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Sorry if this isn't really directed at TDM but here is a simple boids system that I'm implementing on Dewm3 engine, sorry for the programmer art and the blurry video, will try to record something with more quality. https://drive.google.com/file/d/1w1JIai8QNP3NiF9wBNb_gd73kXhQ5lvU/view?usp=sharing Boids are used to simulate, bird flocks, fish groups, in large scale, etc. This boids aren't AI's they are just simple renderEntity_t, they avoid each other, walls and move at different speeds, to simulate slow or sick animals, right now they avoid walls by using the engine ray tracing/testing. Because of that and even thou I did my best to optimize performance, this means that is really not a very fast system but in the video you see 500 boids working with imo good performance, albeit in a very simple scene. Hope you guys like it. edit: Better quality video (looks better in fullscreen), a more representative model, for the current boid behavior. Is a relatively highpoly model so performance got a tad lower with it, but still 500 boids.
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Hum, I get what you mean and in sense you are right but IMO having a generic faq on the game menu itself, doesn't hurt anything, specially for a game like TDM that is very unique in the way it's gameplay is so varied and disconnected, but I comprehend if is not normal or wanted.
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The RoE features that would be cool in some eventual action focused TDM mission but afaik were never transferred are, vehicle physics (physics based vehicles the player can ride), imo would be funny to drive around a slow steampunk vehicle and lastly weapons that you can mount, would also be fun imo to have a ballista type of weapon in some TDM mission , to kill me some zombie horde!
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Perhaps a visible FAQ button should be put into the main menu, where players can get a look at the most asked questions that the team knows, have a definite answer, this will probably help diminish this type of questions. For example questions like the following could be on the faq, "will TDM ever have a full campaign?", "will TDM ever be on steam?", "what engine does this game use?", "will you guys ever change to Unity/UE4?", "Why is 'this thief character' not in TDM?", "Is this the Thief universe?", "Can I give you guys money?", etc, etc. Indeed, idtech4 UI system is very laborious, specially when a good editor for it is non existent, Quake 4 GUI editor is very very simplistic, unstable and worse, better not use it to edit a already made complex GUI, because at save time, it WILL destroy/delete, all gui code that you wrote by hand that it doesn't support, pretty much the majority of the GUI scripting code. But to be fair, compared to BFG engine that uses adobe flash, imo is way easy to make a simple GUI using original idtech4 system.
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in original idtech4 eachFrame is just a Macro of a infinite for loop with a one frame pause #define eachFrame for( 0; 1; waitFrame() ) In case you don't know what DoomScript Macros are they are just like C macros. Is like doing while(true) { // do something waitframe(); } I have not coded in DoomScript for ages now but I assume eachFrame loop, can be exited with break or with return, just like in C/C++. Not sure about this but I think functions with eachFrame loops, need to be called in a different thread, using the "thread" keyword, like done with "infinite" while loops, If not, I think it will run on the main thread, stall the game and block other loops. but like I said not 100% sure. Also not sure if I understand the question but are you asking how to run different loops concurrently? If yes, then use script threads. btw script thread's, is not multithreading ala multi CPU's, is multiple threads running on a single CPU. Hope this help.
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Nice video Goldwell and man, voice acting in some TDM missions has more quality and better acting than some comercial games.
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My first fan mission is "done to alpha state" now
HMart replied to geegee's topic in TDM Editors Guild
I agree with datiswous do not over use a effect or you risk killing its appeal. Also IMO current volumetric lights, even thou cool when casting shadows and such, do take a important toll on performance and visually, when not at 16 samples or above, to me look a tad worse than the older particle effect system. -
64 bits color only.
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Ok... I it seems, I've been playing missions where this was not happening (or playing in 32bits without knowing) because surprise, on Black Mage I do see this problem! So is not windows 11 and RDNA only. Compared to the video, In my case the blue squares aren't that pronounced thou and the windows don't flash blue like crazy, what I see is a faint blue shape (but perfectly able to see is those blue squares bug) around the windows, for a split second when I move the view around.
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The start of Tears of Saint Lucia mission is full of windows and I'm not seeing that in any of them, bloom on, 64bits color on, but I'm on windows 10, on a previous generation AMD RX 570X. Is that test map in the video available anywhere for me to test?
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With all its flaws, Call of Cthulu Dark corners of the earth, was a game that catched my attention more than many new games. I also found out that the game, has a cool hidden debug menu, that you can enable by using a exe editor, is also a cheat menu because you can enable god mode and infinite ammo on it.
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Please don't disable stuff based only on GPU brand, if you can really avoid it, you are just punishing all AMD users, even those not having this particular problem, like me (unless I failed to see it somehow...).
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16 samples and disabling image sharpening did the trick, the dithering is still present but is way less noticeable, It did gave me a obvious performance penalty but with resolution scale set at 0.78, i got most of it back and IMO the game didn't suffer much from that, still looks very nice to me. Thanks for the help guys, now I go continue playing this nice mission.
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Hey guys is this how the volumetric fog/smoke should look? Or is something wrong? I see a very strong dithering like effect. forgot: Is on AMD RX 570X gpu. Btw very nice mission as always kinsal, very professional looking.