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Fish Eye in Sauer?

by L-uk-E on 10/15/2006 14:58, 19 messages, last message: 02/03/2008 20:10, 2065 views, last view: 05/04/2024 17:38

Well I found fish eye for cube:

http://idea.hosting.lv/a/gfx/#cube

Is it possible to add this to sauer?
I think it will be a great little feature.
check out the screenshots they look awesome.

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#1: ..

by Passa on 10/15/2006 15:12

Aardappel was the original fisheye guy, he made Fisheye Quake or whatever it was called.

More of a novelty though, I cant see it being used in practical gaming.

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#2: ..

by L-uk-E on 10/15/2006 15:28

Still be fun to have tho :P
I suppose it could be quite an advantage beeing able to see who is behind you.
or some sort of unique gun with 360 degree view when you zoom.

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#3: ..

by voldemar on 10/15/2006 15:52

http://idea.hosting.lv/a/gfx/cubeshots.html

What a nice gun on last screen, isn't it? Why it was removed from Sauer?

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#4: ..

by makkE on 10/15/2006 15:55

That´s the original chaingun from cube. We´ll have a new minugun style mg one day.

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#5: Re: ..

by CC_machine_wheres_my_cookie_gone_this_time?? on 10/15/2006 16:04, refers to #4

you could just take the model from cube and put it into the correct sauer directory... ill go try that :P

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#6: Re: ..

by shadow,516 on 10/15/2006 18:31, refers to #2

It would be abused to give players an unfair advantage.

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#7: ..

by NIm on 10/16/2006 22:31

How is this advantage unfair? if anyone can just type fov 360 or fisheye or whatever, where's the unfairness? I would really like somehting like this: it gives a chance to explore with ridiculous viewmodes, and whatnot.

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#8: 30

by conorkirk-where-is-my-cookie? on 10/17/2006 05:14

try fov 30...



yeesh

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#9: Re: ..

by Recursion on 10/17/2006 07:08, refers to #7

I think that the unfairness was in reference to only one player having this ability. All in all I think that even if anyone did have it it would just be hard to use and really confusing, not that I wouldn't like to try it out, but it doesn't seem practical.

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#10: Re: 30

by Max of S2D [Fr] on 10/17/2006 20:10, refers to #8

Try fov 150 too.

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#11: FOV

by fiveseven on 10/18/2006 06:08

FOV is important to be able to edit, for people with nonstandard aspect ratio monitors (ie, 16:10 or 16:9) they need to be able to change to ~100 degress for it to not look skewed.

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#12: ..

by NIm on 10/18/2006 14:44

Unfortuantely, FOv maxes out at 120. Why is this?
If it could go higher, I would walk around with fov ~190

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#13: ..

by SanHolo on 10/18/2006 19:22

FOV maxes out at 160. You can walk around with that and see much more, but you'll lose the fight because aiming gets harder, too.

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#14: Re: ..

by Aardappel_ on 10/18/2006 22:10, refers to #12

190 is mathematically impossible with a flat projection. 175 is twice as distorted as 170, for example... (max is 179.999999)

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#15: ..

by arkadi_t on 01/23/2008 01:20

Sauer is quite demanding on hardware. While it can surely emit 100+ fps on HD3870 with max settings, 8500 choke around 20-30 on anything more complex than metl4, and this is w/o water, with fixed rendering pipeline. Divide by 3-6 to get Fisheye. Maybe by 2-3 if carefully optimized not to render too nice and too many for non-front sides of the cube. And Linux DRI drivers will suck because only i945 has the accel for glCopyTexImage/FBO.
Sure it will be playable.
FSAA as a bonus though.
Probably can be done via geometry shaders, but then pixel shaders should be disabled or heavily altered to draw correctly? And what is the status of GPU based tesselation on ATI and Geforce < 8..?

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#16: Re: ..

by Aardappel_ on 01/23/2008 01:46, refers to #15

in theory it should be possible to write a geometry shader on dx10 that tesselates depending on screen-space size, which would allow all geom to be tesselated so finely that T-junctions aren't an issue yet.

Pre-DX10 you have T-junctions which would produce BIG gaps using fisheye, and larger surfaces would look funny up close or warp away alltogether.

The only way to do it right now is by rendering multiple views and sampling from them, which is either quite low performance or will look blurry in places.

A panoramic mode will be cheaper as you can render the slices directly to the screen without sampling.

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#17: ..

by arkadi_t on 01/23/2008 02:18

Yeah, I tried that without tesselation, and there are screenshots on the website (mentioned in the first post http://idea.hosting.lv/a/gfx/fishvp.html).
Pre-tesselated geometry looks reasonable, but level load time skyrocket.
There are two issues I see:
- it should be OpenGL and the support for tesselation on GPU across hw/sw platforms is unclear (for me);
- how tesselation and following vertex coordinate transformation affects Sauerbraten's existing fragment shaders?

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#18: why no Linux client

by CC_machine//ubby7.04 on 02/03/2008 20:07

Your platform does not have a pre-compiled sandbox client.
Please follow the following steps to build a native client:
1) Ensure you have the SDL, SDL-image, SDL-mixer, and OpenGL libraries installed.
2) Change directory to src/ and type \"make install\".
3) If the build succeeds, return to this directory and run this script again.


you even wrote this yourself. why no Linux client? =[

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#19: ...

by CC_machine//ubby7.04 on 02/03/2008 20:10

ah sorry, wrong thread ^^'

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