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Shaders and Shiny pictures!!
Shaders and Shiny pictures!!
| Name: | Koushik | |
|---|---|---|
| Date Posted: | Mar 10, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Koushik |
Blog post
First, a very big Hello to the garageGames community - "HELLO!!"
This being my first official GG blog post, I thought I'd start with a bang! So lets get down to business...
(If it matters, for an introduction, you can visit my profile :P)
I'm a rather recent addition to the garagegames community. I've owned TGE 1.5 for like 6 months, and am already deeply in love with it. The only nag I've heard people constantly put forth(by people I mean those from outside the GG community, like on DevMaster, GD.net etc.) is that TGE lacks programmable pipeline functionality, and when given the option of the "costlier" TGEA, they claim it's largely untested/ buggy/ has no cross-platform support/ (your crib here).
So the best way to satisfy these people is - to implement shader technology for TGE!!
Using a slightly modified version of the (fantastic) modernization kit and a bit of my own code, here it is folks, my first DTS shader tests!!
First, a video showing the tests: Shader video
For those of you who are lazy to download it, here are the mandatory Shiny pictures!!
1. Cel/toon shading




2. Per-pixel lighting



I'm working on getting bump-mapping working next, so look out for more shiny-pictures soon!!
So yeah, there goes my first GG blog post... yay!
This being my first official GG blog post, I thought I'd start with a bang! So lets get down to business...
(If it matters, for an introduction, you can visit my profile :P)
I'm a rather recent addition to the garagegames community. I've owned TGE 1.5 for like 6 months, and am already deeply in love with it. The only nag I've heard people constantly put forth(by people I mean those from outside the GG community, like on DevMaster, GD.net etc.) is that TGE lacks programmable pipeline functionality, and when given the option of the "costlier" TGEA, they claim it's largely untested/ buggy/ has no cross-platform support/ (your crib here).
So the best way to satisfy these people is - to implement shader technology for TGE!!
Using a slightly modified version of the (fantastic) modernization kit and a bit of my own code, here it is folks, my first DTS shader tests!!
First, a video showing the tests: Shader video
For those of you who are lazy to download it, here are the mandatory Shiny pictures!!
1. Cel/toon shading




2. Per-pixel lighting



I'm working on getting bump-mapping working next, so look out for more shiny-pictures soon!!
So yeah, there goes my first GG blog post... yay!
Recent Blog Posts
| List: | 09/21/08 - Shaders galore! 08/05/08 - Major announcements! 06/16/08 - ...And the sun shines again!! 04/26/08 - TGE fur-rendering! 04/08/08 - TGE normalmapping take 2 (image heavy) 03/25/08 - TGE Bump mapping - first screens! 03/10/08 - Shaders and Shiny pictures!! |
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Submit your own resources!| Thak (Mar 10, 2008 at 16:39 GMT) Resource Rating: 5 |
| Tom Eastman (Eastbeast314) (Mar 10, 2008 at 17:47 GMT) |
Keep the pics coming.
| Jondo (Mar 10, 2008 at 18:53 GMT) Resource Rating: 5 |
You rock man, looking forward to what else you can pull off...
Awesome! totally awesome!
| Ramen-sama (Mar 10, 2008 at 21:54 GMT) |
| Nathan Harris (Mar 10, 2008 at 23:39 GMT) |
Keep us updated, this is very cool.
| Novack (Mar 11, 2008 at 01:25 GMT) |
Edited on Mar 11, 2008 01:25 GMT
| Nicolas Buquet (Mar 11, 2008 at 09:56 GMT) |
Did you resolve that ?
Nicolas Buquet
www.buquet-net.com/cv/
| Koushik (Mar 11, 2008 at 16:37 GMT) |
@Nathan Harris: There's another reason people would want TGEA - for the Atlas terrain. I haven't looked much into implementing splatting, will have to dig-up the terrain code first.
@Novack: Well, I actually am working on a game for a game-development contest. I thought I'd be at a disadvantage because the other contestants are using some "higher-end" engines like the Source Engine. So I just wanted to implement shaders, and kinda bridge that gap a little bit. This is very much WIP at the moment though.
@Nicolas: Yeah. I was running low on sleep actually, so made a really stupid error. Its resolved, and I can now access the textures as well.
| Jondo (Mar 11, 2008 at 17:49 GMT) Resource Rating: 5 |
KEEP IT UP!
| Daniel Buckmaster (Mar 11, 2008 at 18:27 GMT) Resource Rating: 5 |
| Cyberkada (Mar 12, 2008 at 00:27 GMT) |
WOW. Looks good.
This will help those which have developed a game in TGE (lots of source code changes) and don't want to convert everything to TGEA (although I'm a licensee for both).
| Nicolas Buquet (Mar 12, 2008 at 08:26 GMT) |
Koushik did the link between TGE and the MK. A few lines (normally), but good job it is done. Thanks Koushik !
Nicolas Buquet
www.buquet-net.com/cv/
| Koushik (Mar 13, 2008 at 19:09 GMT) |
I'm currently working on bump-mapping and ambient occlusion mapping techniques using good 'ole Kork. If any of you folks have any models (with normal maps, Ambient occlusion and specular maps) to spare that I could some tests on, please let me know.
| Niko Loeffelholz (Mar 16, 2008 at 21:29 GMT) |
Edited on Mar 16, 2008 21:29 GMT
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