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FIRE

by prophile on 11/04/2007 22:13, 47 messages, last message: 11/10/2007 17:38, 27996 views, last view: 05/04/2024 18:32

So I got the chance to play Thor on a powerful machine today. A very powerful machine. An 8 core, 3GHz each machine with some insane ATi GPU. It ran at 180 fps, looking at all the water, at 1024x768 with 4x FSAA and highest precision shaders. The water looked awesome. Everything looked awesome, in fact.

Except the fire.

Now, the fire wasn't even animated. Just a static, low-poly model of a flame.

GPU Gems 1, I say unto you. I'm pretty sure your grass shader comes from chapter 7 of said book, so read up on the fire mechanism proposed in chapter 6 :P

It'd be pure awesome.

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#28: ..

by Acord on 11/08/2007 00:54

You know, what ARE the model shaders? I've never found mention of them...

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#29: Re: ..

by JadeMatrix on 11/08/2007 01:19, refers to #27

I meant something that looks like real fire, not a rotating ball of 'flame.'

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#30: Re: ..

by kurtis84 on 11/08/2007 03:28, refers to #28

shaders are not all predefined in sauer, you can write them directly in md3.cfg's. I don't know a lot about them myself, but I'm learning as I go. Theres plenty of docs on the net for this shader system, it uses the vertex and pixel program methods explained in ps2.0 documentation...read up! :)

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#31: ..

by Julius on 11/08/2007 11:56

Really? Uhhm I guess some documentation is really badly needed for that.

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#32: ..

by Julius on 11/08/2007 16:17

Ok I read up on it in the editing ref (where it still only speaks of ARB OGL1.5 assembly, while now everything works with GLSL, right?).
Anyways... I am pretty new to this stuff but I guess I am starting to "get" it :)
Hmmm... btw could I use a program like this:
http://lumina.sourceforge.net/
to design new shaders for Sauerbraten?
And what are the limitations I need to keep in mind (SM2.0/SM3.0 etc)?

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#33: Extra Cores

by Morosoph on 11/08/2007 16:45

Hmm. Is Sauer multi-threaded? I don't notice it going any faster now I've got four cores.

It's certainly worth having a second core to allow background tasks to occur without interrupting Sauer, but four cores are not useful to gamers at present, although it might be different for the next generation.

I'm hoping to get some coding done that involved several processes with pipes simulating a network, so I've an excuse :p

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#34: ..

by JadeMatrix on 11/08/2007 19:06

For Mac developers, If you install the Developer tools that come with OS X, you get several OpenGL apps. The location is on you drive: /Developer/Applications/Graphics Tools/.
The apps:
OpenGL Drive Monitor
OpenGL Profiler
OpenGL Shader Builder

The Shader Builder looks just the same as Lumina.

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#35: Re: ..

by MovingTarget on 11/08/2007 20:31, refers to #34

But what if we use Windoze? (don't strangle me!!!)

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#36: Re: ..

by JadeMatrix on 11/09/2007 00:09, refers to #35

I dunno, most dev people in sauer seem to use Win or Linux, so I'm just assisting the minority. There's tons of Linux stuff, I bet. And of course open source, if you're up to compiling yourself (sometimes).

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#37: Re: ..

by kurtis84 on 11/09/2007 00:27, refers to #32

Julius: Now you've went over my head, but I would not be afraid to try a "shader tool"...it might be the way to go. I would stay within sm2, I doubt sm3 is in (eihrul?).

Also, take a look at the stdshader.cfg, just to get a good taste of the current shaders we can just load and use. If you understand what you see there, you might be able to just copy them, and edit them to do different things. Theres not many shaders by default for the models, but I'm 100% sure many other things can already be done with model shaders....we just have to write them ourselves.

If you come across anything cool, please share it with us! I'll work on getting some updates in cvs, to show what little I know about this stuff right now, too :)

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#38: Re: Extra Cores

by yvfc_cebtenzzre on 11/09/2007 00:44, refers to #33

"Hmm. Is Sauer multi-threaded? I don't notice it going any faster now I've got four cores."

by Morosoph on 11/08/2007 16:45 through 82.6.97.161

Yes, but not in the way you're expecting.

The server listing code uses an additional thread, so you could consider sauerbraten 'multi-threaded'. iirc SDL_mixer may also use a thread for background music, but there is nothing computationally expensive being divided into separate threads in the last release.

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#39: Re: Extra Cores

by Morosoph on 11/09/2007 00:59, refers to #38

That is pretty much what I expected; in fact slightly more, but thank-you for the answer.

Since I imagine that most people are bottlenecked by their graphics card, I'd hazard a guess that the spare CPUs would need to do some graphics crunching in parallel with the GPU in order to be useful. Quite possibly too awkward for too little gain :-\

Heh, these sums are tricky. usually, I'm used to adding the second number to the first, and now I'm being ask to do the reverse. Let me hazard a guess... 9 added to 9 is... 81?

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#40: Re: ..

by JadeMatrix on 11/09/2007 03:15, refers to #37

You seen this?
http://www.quadropolis.us/node/717

Seems a bit haphazard to me, but then I don't know much about shaders at all.

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#41: Re: ..

by SheeEttin on 11/09/2007 03:29, refers to #40

Well, it (or something like it) is part of the main code now (see the map "drenched", it includes an animated texture).

As for multiple cores, I've noticed that Sauer will run one thread, more or less, but will switch from one core to the other every so often. Dunno why, but it seems to be normal behavior. Other things do it too.

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#42: Re: ..

by shadow,516 on 11/09/2007 04:39, refers to #41

drenched does NOT contain an animated texture, what are you on?

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#43: Re: ..

by yvfc_cebtenzzre on 11/09/2007 14:16, refers to #41

SheeEttin:

That "switching from one core to the other" is your operating system scheduling the process cpu time. Quite right, it's normal behavior.

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#44: Re: ..

by SheeEttin on 11/09/2007 22:04, refers to #42

It doesn't?
Then what's that flashing "lightbulb"?

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#45: Re: ..

by kurtis84 on 11/10/2007 00:25, refers to #44

I'm not sure what flashing light you're mentioning, but we can do that with shaders too ( flashing/strobing light textures ).

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#46: Re: ..

by shadow,516 on 11/10/2007 06:42, refers to #44

pulseglowworld

It's just a simple shader to ramp up the glowmap.

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#47: Re: ..

by SheeEttin on 11/10/2007 17:38, refers to #46

Oh, maybe that was it then... Never mind.

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