Game Development Community

My first bloomy plan

by Aun Taraseina · 08/06/2006 (12:56 pm) · 12 comments

Yesterday I had a chat with Anton and a few others in the irc channel. The chat was on how to make a bloom filter with nvidia's CG. I told Anton that I will show my current work in my plan and let him and others who came in here tell me what you think of my work and some ideas improving it :)


Well, I been long working with J2me and lecturing Java for the Software Promotion Agency of Thailand.To tell the turth , since I was using Java for so long I hadn't been using any C++. So, last month when my team started a new project which is a type of educational game thing , I thought it would a good time for me to start learning C++.


I listed what I wanted to change in the engine. And came up with about three things that is :

1. Add a post process (using CG)
2. Add a new chase camera object (or is it a fluid camera?)
3. Add some more needed functions to the AI object


Now, the chase camera object and the AI functions are done . But The Bloom effect still doesn't satisfy me , I been playing with it for quite sometime and it still doesn't look enough bloomy. So here are some screenies.


screenshot
img92.imageshack.us/img92/9851/cg1wq8.jpg

screenshot
img315.imageshack.us/img315/1791/cg2fg2.jpg

screenshot
img355.imageshack.us/img355/9494/cg3ll3.jpg
screenshot
img355.imageshack.us/img355/1732/cg4dm3.jpg
Added a blur filter from ATI's Render Monkey sample and that killed the framerate like ****
screenshot
img196.imageshack.us/img196/9733/cg5ai2.jpg
An inverse filter
screenshot
img355.imageshack.us/img355/7444/cg6ze3.jpg
A CG editor for the mission designer.And the last pic is the one I'll be using for my Bloom effect.
screenshot
img196.imageshack.us/img196/5826/cg7qq2.jpg

This morning I just bought TLK which was a great idea and should've happen along time ago. TGE really looks better with it !!

It is a must for every TGE users.

I have to thank.. Pisal Setthawong www.garagegames.com/blogs/20289/10710 it was his plan that started me on intregrating CG to TGE.


Gosh ... I hope some one will intregrate GLSL to TGE someday . :)

#1
08/06/2006 (1:24 pm)
Hi,

Where's the screens? They're not displaying.
#2
08/06/2006 (1:25 pm)
Fixed ! :)
#3
08/06/2006 (1:26 pm)
Gotta be honest with you and say that you probably should just get TSE. It's releasing soon. Real soon.

Also, if you download FX Composer, nvidia shader ide, it comes with a very nice bloom. It may also kill your framerate though. I have a 7800, so, I am a little out of touch with framerate slow downs.
#4
08/06/2006 (1:43 pm)
Images arent showing...
#5
08/06/2006 (4:14 pm)
Aun, Alex Scarborough has already integrated GLSL into Torque. This is neat though as CG does provide some cool things. For instance, the CG language is identical to directX's High Level Shader Language, or HLSL. This means that in theory TSE shaders could be used in TGE with a few modifications.
#6
08/07/2006 (3:19 am)
Wow! look sweet. Congratulation on your project. See you soon Aun ;)
#7
08/07/2006 (6:34 am)
This is very cool. Aun was nice enough to send the blur shader over to me. Using TSE I had to change some of the vertex shader code but other than that it came over quite nicely.

Here's a screenshot:

img207.imageshack.us/img207/42/tsebloomgoodis3.png
As you can see, the water colors are a bit off but this really shows how easy it is to migrate shaders back and forth from TSE to TGE+CG
#8
08/07/2006 (5:41 pm)
Great work Aun!

By the looks of it, we got many similar effects, with the desaturation effect looking eriely similar :P

Adding the options of the Cg filter to the option menu is indeed useful! That is a great idea. I wonder at times how simple and useful things are so difficult to think about :O

Keep updated, we'll talk again soon :)
#9
08/08/2006 (12:42 am)
@ Anton the project is due in two month, don't think I can go with something not finish yet like TSE.


@Tanapat Chimwong Thanks, your my mentor.


@Matt I am glad I was able to help . If anyone would like to do some post process CG stuff ,you could have a look at Paul Jan's resource or ask it here . I am willing to share what I have.

@ Pisal thanks :)
#10
08/08/2006 (3:04 am)
Wow, black and white, Looks great !
#11
08/08/2006 (4:29 am)
@ Kefan CG is really easy to drop in to TGE and with only one sampler your could have many easy effects above done. Like I said , if I could help or share any of my work just pop it here . I'll be glad to help.
#12
09/22/2006 (2:11 am)
I'd be very interested in seeing the difference between your bloom shader and ours, It would be a huge help for pointers on adding the gui controls. I have CG implemented for our water and for bloom/DRL effects in TGE basically the same as these http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10591