Now with 20% more walruses
Started by catastropher, June 27, 2015, 02:37:43 am
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Quote from: DJ Omnimaga on January 14, 2016, 05:48:51 pmOhai nice to see you again Catastropher
Quote from: DJ Omnimaga on January 14, 2016, 05:48:51 pmI like how X3D looks with the colored lines and black background. Portal support is definitively a nice feature . Would implementing portals on the floor slow the engine down?
Quote from: DJ Omnimaga on January 14, 2016, 05:48:51 pmAlso for which platform is this screenshot from? I know the TI-84 Plus CE now supports C and has an emulator called CEmu. Keep up the good work
Quote from: Ivoah on January 14, 2016, 05:50:38 pmOoooh, portals! Looks nice! How hard do you recon it'd be to port this to the Nspire? Or maybe even the GBA.
Quote from: Lionel Debroux on January 14, 2016, 07:13:48 pmLooks pretty nice, indeed
Quote from: SiphonicSugar on January 15, 2016, 12:40:38 amOh my god! PORTALS!
QuoteAs of today, it can render wall portals, just like from the game Portal!!!
Quote from: Vogtinator on January 15, 2016, 09:49:17 pmQuoteAs of today, it can render wall portals, just like from the game Portal!!!Wow, that looks definitely impressive! As I've done some 3D-related work in the past, I'd like to know how you did it.The way I'd do it in a more "modern" 3D environment with textured polygons is the following:1. Render view of player into FBO, use stencil buffer for the portal.2. Keeping the stencil active, get the position of the player relative to the portal and apply it to the other one.3. Using that as the camera, render the scene into the FBO. Objects between camera and portal have to be culled.4. Blit FBO to screen.Of course, while the single steps can be optimized, it's still a lot of work to do for a fairly slow CPU (not even GPU...),So, how do you achive it in X3D with wireframe graphics? Especially, how are recursive portals rendered?
Quoteas it doesn't fill any polygons, nor does it do any Z sorting.
QuoteEvery convex polygon can be split into two polylines, one on the left and one on the right. This means a 2D polygon can be represented as two arrays, holding the x_left and x_right coordinate of each scanline.
QuoteFor a "remote portal", a camera transformation has to happen (I can explain it if you want, it's just some matrix and vector math). Luckily, this can be partially precomputed and only requires one matrix multiplication, two rotations, and two dotproducts to adjust it.
QuotePlease, feel free to ask me any questions you have!
QuoteI hope this helps a little bit.
Quote from: catastropher on January 17, 2016, 12:29:56 amX3D Rendering: ShowHide
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