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Shaders and Shiny pictures!!

by Koushik · 03/10/2008 (8:56 am) · 14 comments

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

cowness.forever.googlepages.com/cel1.jpg
cowness.forever.googlepages.com/cel2.jpg
cowness.forever.googlepages.com/cel3.jpg
cowness.forever.googlepages.com/cel4.jpg

2. Per-pixel lighting

cowness.forever.googlepages.com/ppl1.jpg
cowness.forever.googlepages.com/ppl2.jpg
cowness.forever.googlepages.com/ppl3.jpg

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!

#1
03/10/2008 (9:39 am)
Oi oi oi! Shiny! Now thats goin ta be an awesome addition. :)
#2
03/10/2008 (10:47 am)
That's a pretty sweet first .plan!
Keep the pics coming.
#3
03/10/2008 (11:53 am)
OWNED in one post!

You rock man, looking forward to what else you can pull off...

Awesome! totally awesome!
#4
03/10/2008 (2:54 pm)
oooh per pixel lighting for objects in TGE. nice. PPL is one reason i bought TGEA.
#5
03/10/2008 (4:39 pm)
Great work man! You beat me to the punch. Now we just need to get terrain shaders going- splatting... Heh, the only alternative to re-writing the blender or upgrading to TGEA I can think of... that is for attaining higher resolution textures.

Keep us updated, this is very cool.
#6
03/10/2008 (6:25 pm)
Really great Work!! what are your plans for this?
#7
03/11/2008 (2:56 am)
From the forum, ot looks like you got the shader but loose the texture.

Did you resolve that ?

Nicolas Buquet
www.buquet-net.com/cv/
#8
03/11/2008 (9:37 am)
Thanks a ton for your comments, folks... will definitely keep this one updated...

@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.
#9
03/11/2008 (10:49 am)
We'd love to see teh shinyness with the textures too. Drooling is always a good thing.


KEEP IT UP!
#11
03/11/2008 (5:27 pm)
Is your TGE shader fix standalone or does it depend on the MK?

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).
#12
03/12/2008 (1:26 am)
From the forums comments and the start of this, it depends on the MK, because it uses the Material Manager of the MK. The MK does the job.

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/
#13
03/13/2008 (12:09 pm)
It does depend on the MK. Unfortunately, I don't know what parts do and what doesn't, because it still contains parts of some code I had put-in earlier (before I knew of the MK's existence).

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.
#14
03/16/2008 (2:29 pm)
Nice! Can't wait for the bump mapping.